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http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Ruby
Ruby
X, Y, Z = 6, 2, 3 DIR = {"-" => [1,0], "|" => [0,1], "/" => [1,1]}   def cuboid(nx, ny, nz) puts "cuboid %d %d %d:" % [nx, ny, nz] x, y, z = X*nx, Y*ny, Z*nz area = Array.new(y+z+1){" " * (x+y+1)} draw_line = lambda do |n, sx, sy, c| dx, dy = DIR[c] (n+1).times do |i| xi, yi = sx+i*dx, sy+i*dy area[yi][xi] = (area[yi][xi]==" " ? c : "+") end end nz .times {|i| draw_line[x, 0, Z*i, "-"]} (ny+1).times {|i| draw_line[x, Y*i, z+Y*i, "-"]} nx .times {|i| draw_line[z, X*i, 0, "|"]} (ny+1).times {|i| draw_line[z, x+Y*i, Y*i, "|"]} nz .times {|i| draw_line[y, x, Z*i, "/"]} (nx+1).times {|i| draw_line[y, X*i, z, "/"]} puts area.reverse end   cuboid(2, 3, 4) cuboid(1, 1, 1) cuboid(6, 2, 1) cuboid(2, 4, 1)
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#jq
jq
include "simple-turtle" {search: "."};   def rules: { F: "F+S", S: "F-S" };   def dragon($count): rules as $rules | def p($count): if $count <= 0 then . else gsub("S"; "s") | gsub("F"; $rules["F"]) | gsub("s"; $rules["S"]) | p($count-1) end; "F" | p($count) ;   def interpret($x): if $x == "+" then turtleRotate(90) elif $x == "-" then turtleRotate(-90) elif $x == "F" then turtleForward(4) elif $x == "S" then turtleForward(4) else . end;   def dragon_curve($n): dragon($n) | split("") | reduce .[] as $action (turtle([200,300]) | turtleDown; interpret($action) ) ;   dragon_curve(15) | path("none"; "red"; "0.1") | svg(1700)
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Perl
Perl
use strict; use warnings;   my $x = my $y = 255; $x |= 1; # must be odd my $depth = 255;   my $light = Vector->new(rand, rand, rand)->normalized;   print "P2\n$x $y\n$depth\n";   my ($r, $ambient) = (($x - 1)/2, 0); my ($r2) = $r ** 2; { for my $x (-$r .. $r) { my $x2 = $x**2; for my $y (-$r .. $r) { my $y2 = $y**2; my $pixel = 0; if ($x2 + $y2 < $r2) { my $v = Vector->new($x, $y, sqrt($r2 - $x2 - $y2))->normalized; my $I = $light . $v + $ambient; $I = $I < 0 ? 0 : $I > 1 ? 1 : $I; $pixel = int($I * $depth); } print $pixel; print $y == $r ? "\n" : " "; } } }   package Vector { sub new { my $class = shift; bless ref($_[0]) eq 'Array' ? $_[0] : [ @_ ], $class; } sub normalized { my $this = shift; my $norm = sqrt($this . $this); ref($this)->new( map $_/$norm, @$this ); } use overload q{.} => sub { my ($a, $b) = @_; my $sum = 0; for (0 .. @$a - 1) { $sum += $a->[$_] * $b->[$_] } return $sum; }, q{""} => sub { sprintf "Vector:[%s]", join ' ', @{shift()} }; }
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#PicoLisp
PicoLisp
(de draw Lst (for L Lst (for X L (cond ((num? X) (space X)) ((sym? X) (prin X)) (T (do (car X) (prin (cdr X)))) ) ) (prinl) ) )   (de bigBox (N) (do 2 (prin "|") (for I 4 (prin (if (> I N) " |" " ======== |")) ) (prinl) ) )   (call 'clear) # Clear screen (call "tput" "civis") # Set cursor invisible   (push '*Bye '(call "tput" "cnorm")) # Set cursor visible on exit   (loop (call "tput" "cup" 0 0) # Cursor to top left (let Time (time (time)) (draw (20 (5 . _)) (19 / 5 \\)) (if (onOff (NIL)) (draw (18 / 7 \\) (18 \\ 7 /)) (draw (18 / 2 (3 . "#") 2 \\) (18 \\ 2 (3 . "#") 2 /)) ) (draw (19 \\ (5 . _) /) (+ (10 . -) + (10 . -) + (10 . -) + (10 . -) +) ) (bigBox (/ (car Time) 5)) (draw (+ (10 . -) + (10 . -) + (10 . -) + (10 . -) +)) (bigBox (% (car Time) 5)) (draw (+ (43 . -) +)) (do 2 (prin "|") (for I `(range 5 55 5) (prin (cond ((> I (cadr Time)) " |") ((=0 (% I 3)) " # |") (T " = |") ) ) ) (prinl) ) (draw (+ (43 . -) +)) (bigBox (% (cadr Time) 5)) (draw (+ (10 . -) + (10 . -) + (10 . -) + (10 . -) +)) ) (wait 1000) )
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Scala
Scala
import java.awt._ import java.awt.event.{MouseAdapter, MouseEvent}   import javax.swing._   import scala.math.{Pi, cos, sin}   object Cuboid extends App { SwingUtilities.invokeLater(() => {   class Cuboid extends JPanel { private val nodes: Array[Array[Double]] = Array(Array(-1, -1, -1), Array(-1, -1, 1), Array(-1, 1, -1), Array(-1, 1, 1), Array(1, -1, -1), Array(1, -1, 1), Array(1, 1, -1), Array(1, 1, 1)) private var mouseX, prevMouseX, mouseY, prevMouseY: Int = _   private def edges = Seq(Seq(0, 1), Seq(1, 3), Seq(3, 2), Seq(2, 0), Seq(4, 5), Seq(5, 7), Seq(7, 6), Seq(6, 4), Seq(0, 4), Seq(1, 5), Seq(2, 6), Seq(3, 7))   override def paintComponent(gg: Graphics): Unit = { val g = gg.asInstanceOf[Graphics2D]   def drawCube(g: Graphics2D): Unit = { g.translate(getWidth / 2, getHeight / 2) for (edge <- edges) { g.drawLine(nodes(edge.head)(0).round.toInt, nodes(edge.head)(1).round.toInt, nodes(edge(1))(0).round.toInt, nodes(edge(1))(1).round.toInt) } for (node <- nodes) g.fillOval(node(0).round.toInt - 4, node(1).round.toInt - 4, 8, 8) }   super.paintComponent(gg) g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON) drawCube(g) }   private def scale(sx: Double, sy: Double, sz: Double): Unit = { for (node <- nodes) { node(0) *= sx node(1) *= sy node(2) *= sz } }   private def rotateCube(angleX: Double, angleY: Double): Unit = { val (sinX, cosX, sinY, cosY) = (sin(angleX), cos(angleX), sin(angleY), cos(angleY)) for (node <- nodes) { val (x, y, z) = (node.head, node(1), node(2)) node(0) = x * cosX - z * sinX node(2) = z * cosX + x * sinX node(1) = y * cosY - node(2) * sinY node(2) = node(2) * cosY + y * sinY } }   addMouseListener(new MouseAdapter() { override def mousePressed(e: MouseEvent): Unit = { mouseX = e.getX mouseY = e.getY } })   addMouseMotionListener(new MouseAdapter() { override def mouseDragged(e: MouseEvent): Unit = { prevMouseX = mouseX prevMouseY = mouseY mouseX = e.getX mouseY = e.getY rotateCube((mouseX - prevMouseX) * 0.01, (mouseY - prevMouseY) * 0.01) repaint() } })   scale(80, 120, 160) rotateCube(Pi / 5, Pi / 9) setPreferredSize(new Dimension(640, 640)) setBackground(Color.white) }   new JFrame("Cuboid") { add(new Cuboid, BorderLayout.CENTER) pack() setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE) setLocationRelativeTo(null) setResizable(false) setVisible(true) } }) }
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Julia
Julia
  using Luxor function dragon(turtle::Turtle, level=4, size=200, direction=45) if level != 0 Turn(turtle, -direction) dragon(turtle, level-1, size/sqrt(2), 45) Turn(turtle, direction*2) dragon(turtle, level-1, size/sqrt(2), -45) Turn(turtle, -direction) else Forward(turtle, size) end end   Drawing(900, 500, "./Dragon.png") t = Turtle(300, 300, true, 0, (0., 0.0, 0.0)); dragon(t, 10,400) finish() preview()  
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Phix
Phix
-- -- demo\rosetta\Draw_a_sphere.exw -- ============================== -- with javascript_semantics include pGUI.e constant title = "Draw a sphere" Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas function dot(sequence x, y) return sum(sq_mul(x,y)) end function function normalize(sequence v) atom len = sqrt(dot(v, v)) return iff(len=0?{0,0,0}:sq_mul(v,1/len)) end function procedure drawSphere(integer width, height, atom k, amb, sequence direction) atom t0 = time()+1, t1 = t0, lmul = 255/(1+amb) integer r = floor((min(width,height)-20)/2), cx = floor(width/2), cy = floor(height/2) for x=-r to r do if time()>t1 then -- Let the user know we aren't completely dead just yet IupSetStrAttribute(dlg,"TITLE","%s - drawing (%d%%)",{title,100*(x+r)/(2*r)}) t1 = time()+1 -- (as per DeathStar.exw, prevent "(Not Responding)" nonsense) if platform()!=JS then if IupLoopStep()=IUP_CLOSE then IupExitLoop() exit end if end if end if for y=-r to r do integer z = r*r-(x*x+y*y) if z>=0 then atom s = dot(direction, normalize({x,y,sqrt(z)})), l = iff(s<=0?0:power(s,k)) integer lum = and_bits(#FF,lmul*(l+amb)) cdCanvasPixel(cddbuffer, x+cx, y+cy, lum*#10101) end if end for end for if t1!=t0 then IupSetStrAttribute(dlg,"TITLE",title) end if end procedure function redraw_cb(Ihandle /*ih*/, integer /*posx*/, /*posy*/) integer {width, height} = IupGetIntInt(canvas, "DRAWSIZE") cdCanvasActivate(cddbuffer) cdCanvasClear(cddbuffer) drawSphere(width,height,1.5,0.2,normalize({-30,-30,50})) cdCanvasFlush(cddbuffer) return IUP_DEFAULT end function function map_cb(Ihandle ih) cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) cdCanvasSetBackground(cddbuffer, CD_BLACK) return IUP_DEFAULT end function procedure main() IupOpen() canvas = IupCanvas("RASTERSIZE=340x340") IupSetCallbacks(canvas, {"MAP_CB", Icallback("map_cb"), "ACTION", Icallback("redraw_cb")}) dlg = IupDialog(canvas,`TITLE="%s"`,{title}) IupShow(dlg) IupSetAttribute(canvas, "RASTERSIZE", NULL) -- release the minimum limitation if platform()!=JS then IupMainLoop() IupClose() end if end procedure main()
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Processing
Processing
void draw() { drawClock(); } void drawClock() { background(192); translate(width/2, height/2); float s = second() * TWO_PI / 60.0; float m = minute() * TWO_PI / 60.0; float h = hour() * TWO_PI / 12.0; rotate(s); strokeWeight(1); line(0, 0, 0, -width*0.5); rotate(-s+m); strokeWeight(2); line(0, 0, 0, -width*0.4); rotate(-m+h); strokeWeight(4); line(0, 0, 0, -width*0.2); }
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Sidef
Sidef
const dirs = Hash("-" => [1,0], "|" => [0,1], "/" => [1,1])   func cuboid(nx, ny, nz) { say("cuboid %d %d %d:" % [nx, ny, nz]) var(x, y, z) = (8*nx, 2*ny, 4*nz) var area = [] var line = func(n, sx, sy, c) { var(dx, dy) = dirs{c}... for i (0..n) { var (xi, yi) = (sx + i*dx, sy + i*dy) area[yi] \\= [" "]*(x+y+1) area[yi][xi] = (area[yi][xi] == " " ? c : '+') } }   0 .. nz-1 -> each {|i| line(x, 0, 4*i, "-") } 0 .. ny -> each {|i| line(x, 2*i, z + 2*i, "-") } 0 .. nx-1 -> each {|i| line(z, 8*i, 0, "|") } 0 .. ny -> each {|i| line(z, x + 2*i, 2*i, "|") } 0 .. nz-1 -> each {|i| line(y, x, 4*i, "/") } 0 .. nx -> each {|i| line(y, 8*i, z, "/") }   area.reverse.each { |line| say line.join('') } }   cuboid(2, 3, 4) cuboid(1, 1, 1) cuboid(6, 2, 1) cuboid(2, 4, 1)
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Kotlin
Kotlin
// version 1.0.6   import java.awt.Color import java.awt.Graphics import javax.swing.JFrame   class DragonCurve(iter: Int) : JFrame("Dragon Curve") { private val turns: MutableList<Int> private val startingAngle: Double private val side: Double   init { setBounds(100, 100, 800, 600) defaultCloseOperation = EXIT_ON_CLOSE turns = getSequence(iter) startingAngle = -iter * Math.PI / 4 side = 400.0 / Math.pow(2.0, iter / 2.0) }   fun getSequence(iterations: Int): MutableList<Int> { val turnSequence = mutableListOf<Int>() for (i in 0 until iterations) { val copy = mutableListOf<Int>() copy.addAll(turnSequence) copy.reverse() turnSequence.add(1) copy.mapTo(turnSequence) { -it } } return turnSequence }   override fun paint(g: Graphics) { g.color = Color.BLUE var angle = startingAngle var x1 = 230 var y1 = 350 var x2 = x1 + (Math.cos(angle) * side).toInt() var y2 = y1 + (Math.sin(angle) * side).toInt() g.drawLine(x1, y1, x2, y2) x1 = x2 y1 = y2 for (turn in turns) { angle += turn * Math.PI / 2.0 x2 = x1 + (Math.cos(angle) * side).toInt() y2 = y1 + (Math.sin(angle) * side).toInt() g.drawLine(x1, y1, x2, y2) x1 = x2 y1 = y2 } } }   fun main(args: Array<String>) { DragonCurve(14).isVisible = true }
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#PicoLisp
PicoLisp
(load "@lib/openGl.l")   (glutInit) (glutInitDisplayMode (| GLUT_RGBA GLUT_DOUBLE GLUT_ALPHA GLUT_DEPTH)) (glutInitWindowSize 400 400) (glutCreateWindow "Sphere")   (glEnable GL_LIGHTING) (glEnable GL_LIGHT0) (glLightiv GL_LIGHT0 GL_POSITION (10 10 -10 0))   (glEnable GL_COLOR_MATERIAL) (glColorMaterial GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE)   (glClearColor 0.3 0.3 0.5 0) (glColor4f 0.0 0.8 0.0 1.0)   (displayPrg (glClear (| GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT)) (glutSolidSphere 0.9 40 32) (glFlush) (glutSwapBuffers) )   # Exit upon mouse click (mouseFunc '((Btn State X Y) (bye))) (glutMainLoop)
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#PureBasic
PureBasic
#MiddleX = 90 + 1 ;x,y must be odd numbers, minimum width is 67 #MiddleY = #MiddleX #len_sh = (#MiddleX - 8) * 0.97 ;length of second-hand #len_mh = (#MiddleX - 8) * 0.88 ;length of minute-hand #len_hh = (#MiddleX - 8) * 0.66 ;length of hour-hand #clockFace_img = 0 #clock_gad = 0 #clock_win = 0   Define cx = #MiddleX, cy = #MiddleY, i, ri.f Define c_gray = RGB($CC, $CC, $CC), c_mgray = RGB($99, $99, $99) Define c_white = RGB(255, 255, 255), c_black =RGB(0, 0, 0) Define c_red = RGB(255, 0, 0), c_blue = RGB(0, 0, 255) Define c_dcyan = RGB($27, $BC, $D8), c_lgreen = RGB($60, $E0, $9) Define c_yellow = RGB($F4, $D5, $0B)   CreateImage(#clockFace_img, cx * 2 - 1, cy * 2 - 1) StartDrawing(ImageOutput(#clockFace_img)) Box(0, 0, cx * 2 - 1, cy * 2 - 1, c_mgray) Circle(cx, cy, cx - 2, c_dcyan) For i = 0 To 359 Step 30 ri = Radian(i) Circle(cx + Sin(ri) * (cx - 5), cy + Cos(ri) * (cx - 5), 3, c_gray) Next StopDrawing() OpenWindow(#clock_win, 0, 0, cx * 2, cy * 2, "Clock") ImageGadget(#clock_gad, 0, 0, cx * 2, cy * 2, ImageID(#clockFace_img))   Define x, y, rad_s.f, rad_m.f, rad_h.f, t$ Repeat event = WaitWindowEvent(25) If event = 0 rad_s = Radian(360 - (Second(Date()) * 6) + 180) rad_m = Radian(360 - (Minute(Date()) * 6) + 180) rad_h = Radian(360 - (((Hour(Date()) - 1) * 30) + 180) - (Minute(Date()) / 2))   StartDrawing(ImageOutput(#clockFace_img)) Circle(cx, cy, cx - 8, c_lgreen) t$ = FormatDate("%mm-%dd-%yyyy", Date()) x = cx - (TextWidth(t$) + 2) / 2 y = (cy - (TextHeight(t$) + 2) - 4) / 2 Box(x, y, TextWidth(t$) + 2, TextHeight(t$) + 2, c_black) DrawText(x + 2, y + 2, t$, c_black, c_yellow) LineXY(cx, cy, cx + Sin(rad_s) * #len_sh, cy + Cos(rad_s) * #len_sh, c_white) LineXY(cx, cy, cx + Sin(rad_m) * #len_mh, cy + Cos(rad_m) * #len_mh, c_red) LineXY(cx, cy, cx + Sin(rad_h) * #len_hh, cy + Cos(rad_h) * #len_hh, c_black) Circle(cx, cy, 4, c_blue) StopDrawing() SetGadgetState(#clock_gad, ImageID(#clockFace_img)) EndIf Until event = #PB_Event_CloseWindow
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Tcl
Tcl
package require Tcl 8.5 package require Tk package require math::linearalgebra package require math::constants   # Helper for constructing a rectangular face in 3D proc face {px1 py1 pz1 px2 py2 pz2 px3 py3 pz3 px4 py4 pz4 color} { set centroidX [expr {($px1+$px2+$px3+$px4)/4.0}] set centroidY [expr {($py1+$py2+$py3+$py4)/4.0}] set centroidZ [expr {($pz1+$pz2+$pz3+$pz4)/4.0}] list [list \ [list [expr {double($px1)}] [expr {double($py1)}] [expr {double($pz1)}]] \ [list [expr {double($px2)}] [expr {double($py2)}] [expr {double($pz2)}]] \ [list [expr {double($px3)}] [expr {double($py3)}] [expr {double($pz3)}]] \ [list [expr {double($px4)}] [expr {double($py4)}] [expr {double($pz4)}]]] \ [list $centroidX $centroidY $centroidZ] \ $color }   # How to make a cuboid of given size at the origin proc makeCuboid {size} { lassign $size x y z list \ [face 0 0 0 0 $y 0 $x $y 0 $x 0 0 "#800000"] \ [face 0 0 0 0 $y 0 0 $y $z 0 0 $z "#ff8080"] \ [face 0 0 0 $x 0 0 $x 0 $z 0 0 $z "#000080"] \ [face $x 0 0 $x $y 0 $x $y $z $x 0 $z "#008000"] \ [face 0 $y 0 $x $y 0 $x $y $z 0 $y $z "#80ff80"] \ [face 0 0 $z $x 0 $z $x $y $z 0 $y $z "#8080ff"] }   # Project a shape onto a surface (Tk canvas); assumes that the shape's faces # are simple and non-intersecting (i.e., it sorts by centroid z-order). proc drawShape {surface shape} { global projection lassign $projection pmat poff lassign $poff px py pz foreach side $shape { lassign $side points centroid color set pc [::math::linearalgebra::matmul $pmat $centroid] lappend sorting [list [expr {[lindex $pc 2]+$pz}] $points $color] } foreach side [lsort -real -decreasing -index 0 $sorting] { lassign $side sortCriterion points color set plotpoints {} foreach p $points { set p [::math::linearalgebra::matmul $pmat $p] lappend plotpoints \ [expr {[lindex $p 0]+$px}] [expr {[lindex $p 1]+$py}] } $surface create poly $plotpoints -outline {} -fill $color } }   # How to construct the projection transform. # This is instead of using a hokey hard-coded version namespace eval transform { namespace import ::math::linearalgebra::*  ::math::constants::constants pi proc make {angle scale offset} { variable pi set c [expr {cos($angle*$pi/180)}] set s [expr {sin($angle*$pi/180)}] set ms [expr {-$s}] set rotX [list {1.0 0.0 0.0} [list 0.0 $c $ms] [list 0.0 $s $c]] set rotY [list [list $c 0.0 $s] {0.0 1.0 0.0} [list $ms 0.0 $c]] set rotZ [list [list $c $s 0.0] [list $ms $c 0.0] {0.0 0.0 1.0}] set mat [scale $scale [mkIdentity 3]] set mat [matmul [matmul [matmul $mat $rotX] $rotY] $rotZ] return [list $mat $offset] } } ### End of definitions   # Put the pieces together pack [canvas .c -width 400 -height 400] set cuboid [makeCuboid {2 3 4}] set projection [transform::make 15 50 {100 100 100}] drawShape .c $cuboid
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Lambdatalk
Lambdatalk
  {def dcr {lambda {:step :length} {let { {:step {- :step 1}} {:length {/ :length 1.41421}} } {if {> :step 0} then T45 {dcr :step :length} T-90 {dcl :step :length} T45 else T45 M:length T-90 M:length T45} }}} -> dcr   {def dcl {lambda {:step :length} {let { {:step {- :step 1}} {:length {/ :length 1.41421}} } {if {> :step 0} then T-45 {dcr :step :length} T90 {dcl :step :length} T-45 else T-45 M:length T90 M:length T-45} }}} -> dcl  
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#PostScript
PostScript
%!PS-Adobe-3.0 %%BoundingBox 0 0 300 300   150 150 translate 0 0 130 0 360 arc   /Pattern setcolorspace << /PatternType 2 /Shading << /ShadingType 3 /ColorSpace /DeviceRGB /Coords [-60 60 0 0 0 100] /Function << /FunctionType 2 /Domain [0 1] /C0 [1 1 1] /C1 [0 0 0] /N 2 >> >> >> matrix makepattern setcolor fill   showpage %%EOF  
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Python
Python
import time   def chunks(l, n=5): return [l[i:i+n] for i in range(0, len(l), n)]   def binary(n, digits=8): n=int(n) return '{0:0{1}b}'.format(n, digits)   def secs(n): n=int(n) h='x' * n return "|".join(chunks(h))   def bin_bit(h): h=h.replace("1","x") h=h.replace("0"," ") return "|".join(list(h))     x=str(time.ctime()).split() y=x[3].split(":")   s=y[-1] y=map(binary,y[:-1])   print bin_bit(y[0]) print print bin_bit(y[1]) print print secs(s)
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#VBScript
VBScript
x = 6 : y = 2 : z = 3   Sub cuboid(nx, ny, nz) WScript.StdOut.WriteLine "Cuboid " & nx & " " & ny & " " & nz & ":" lx = X * nx : ly = y * ny : lz = z * nz   'define the array Dim area(): ReDim area(ly+lz, lx+ly) For i = 0 to ly+lz For j = 0 to lx+ly : area(i,j) = " " : Next Next   'drawing lines For i = 0 to nz-1 : drawLine area, lx, 0, Z*i, "-" : Next For i = 0 to ny  : drawLine area, lx, y*i, lz+y*i, "-" : Next For i = 0 to nx-1 : drawLine area, lz, x*i, 0, "|" : Next For i = 0 to ny  : drawLine area, lz, lx+y*i, y*i, "|" : Next For i = 0 to nz-1 : drawLine area, ly, lx, z*i, "/" : Next For i = 0 to nx  : drawLine area, ly, x*i, lz, "/" : Next   'output the cuboid (in reverse) For i = UBound(area,1) to 0 Step -1 linOut = "" For j = 0 to UBound(area,2) : linOut = linOut & area(i,j) : Next WScript.StdOut.WriteLine linOut Next End Sub   Sub drawLine(arr, n, sx, sy, c) Select Case c Case "-" dx = 1 : dy = 0 Case "|" dx = 0 : dy = 1 Case "/" dx = 1 : dy = 1 End Select For i = 0 to n xi = sx + (i * dx) : yi = sy + (i * dy) If arr(yi, xi) = " " Then arr(yi, xi) = c Else arr(yi, xi) = "+" End If Next End Sub   cuboid 2,3,4
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Liberty_BASIC
Liberty BASIC
nomainwin mainwin 50 20   WindowHeight =620 WindowWidth =690   open "Graphics library" for graphics as #a   #a, "trapclose [quit]"   #a "down"   Turn$ ="R" Pace =100 s = 16   [again] print Turn$   #a "cls ; home ; north ; down ; fill black"   for i =1 to len( Turn$) v =255 *i /len( Turn$) #a "color "; v; " 120 "; 255 -v #a "go "; Pace if mid$( Turn$, i, 1) ="R" then #a "turn 90" else #a "turn -90" next i   #a "color 255 120 0" #a "go "; Pace #a "flush"   FlippedTurn$ ="" for i =len( Turn$) to 1 step -1 if mid$( Turn$, i, 1) ="R" then FlippedTurn$ =FlippedTurn$ +"L" else FlippedTurn$ =FlippedTurn$ +"R" next i   Turn$ =Turn$ +"R" +FlippedTurn$   Pace =Pace /1.35   scan   timer 1000, [j] wait [j] timer 0   if len( Turn$) <40000 then goto [again]     wait   [quit] close #a end
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#POV-Ray
POV-Ray
  camera { location <0.0 , .8 ,-3.0> look_at 0}   light_source{< 3,3,-3> color rgb 1}   sky_sphere { pigment{ gradient <0,1,0> color_map {[0 color rgb <.2,.1,0>][.5 color rgb 1]} scale 2}}   plane {y,-2 pigment { hexagon color rgb .7 color rgb .5 color rgb .6 }}   sphere { 0,1 texture { pigment{ color rgbft <.8,1,1,.4,.4> } finish { phong 1 reflection {0.40 metallic 0.5} } } interior { ior 1.5} }  
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Racket
Racket
  #lang racket/gui   (require racket/date slideshow/pict)   (define (clock h m s [r 100]) (define (draw-hand length angle #:width [width 1] #:color [color "black"]) (dc (λ (dc dx dy) (define old-pen (send dc get-pen)) (send dc set-pen (new pen% [width width] [color color])) (send dc draw-line (+ dx r) (+ dy r) (+ dx r (* length (sin angle))) (+ dy r (* length (cos angle)))) (send dc set-pen old-pen)) (* 2 r) (* 2 r))) (cc-superimpose (for/fold ([pict (circle (* 2 r))]) ([angle (in-range 0 (* 2 pi) (/ pi 6))] [hour (cons 12 (range 1 12))]) (define angle* angle) (define r* (* r 0.8)) (define txt (text (number->string hour) '(bold . "Helvetica"))) (define x (- (* r* (sin angle*)) (/ (pict-width txt) 2))) (define y (+ (* r* (cos angle*)) (/ (pict-height txt) 2))) (pin-over pict (+ r x) (- r y) txt)) (draw-hand (* r 0.7) (+ pi (* (modulo h 12) (- (/ pi 6)))) #:width 3) (draw-hand (* r 0.5) (+ pi (* m (- (/ pi 30)))) #:width 2) (draw-hand (* r 0.7) (+ pi (* s (- (/ pi 30)))) #:color "red") (disk (* r 0.1))))   (define f (new frame% [label "Clock"] [width 300] [height 300]))   (define c (new canvas% [parent f] [paint-callback (λ (c dc) (define date (current-date)) (draw-pict (clock (date-hour date) (date-minute date) (date-second date) (/ (send c get-width) 2)) dc 0 0))]))   (define t (new timer% [notify-callback (λ () (send c refresh-now))] [interval 1000]))   (send f show #t)  
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Wren
Wren
import "/fmt" for Fmt   var cubLine = Fn.new { |n, dx, dy, cde| Fmt.write("$*s", n + 1, cde[0]) for (d in 9*dx - 1...0) System.write(cde[1]) System.write(cde[0]) Fmt.print("$*s", dy + 1, cde[2..-1]) }   var cuboid = Fn.new { |dx, dy, dz| Fmt.print("cuboid $d $d $d:", dx, dy, dz) cubLine.call(dy+1, dx, 0, "+-") for (i in 1..dy) cubLine.call(dy-i+1, dx, i-1, "/ |") cubLine.call(0, dx, dy, "+-|") for (i in 4*dz - dy - 2...0) cubLine.call(0, dx, dy, "| |") cubLine.call(0, dx, dy, "| +") for (i in 1..dy) cubLine.call(0, dx, dy-i, "| /") cubLine.call(0, dx, 0, "+-\n") }   cuboid.call(2, 3, 4) cuboid.call(1, 1, 1) cuboid.call(6, 2, 1)
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Logo
Logo
to dcr :step :length make "step :step - 1 make "length :length / 1.41421 if :step > 0 [rt 45 dcr :step :length lt 90 dcl :step :length rt 45] if :step = 0 [rt 45 fd :length lt 90 fd :length rt 45] end   to dcl :step :length make "step :step - 1 make "length :length / 1.41421 if :step > 0 [lt 45 dcr :step :length rt 90 dcl :step :length lt 45] if :step = 0 [lt 45 fd :length rt 90 fd :length lt 45] end
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Processing
Processing
void setup() { size(500, 500, P3D); } void draw() { background(192); translate(width/2, height/2); // optional color and lighting style stroke(200); fill(255); lights(); // draw sphere sphere(200); }
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Raku
Raku
my ($rows,$cols) = qx/stty size/.words; my $v = floor $rows / 2; my $h = floor $cols / 2 - 16;   my @t = < ⡎⢉⢵ ⠀⢺⠀ ⠊⠉⡱ ⠊⣉⡱ ⢀⠔⡇ ⣏⣉⡉ ⣎⣉⡁ ⠊⢉⠝ ⢎⣉⡱ ⡎⠉⢱ ⠀⠶⠀>; my @b = < ⢗⣁⡸ ⢀⣸⣀ ⣔⣉⣀ ⢄⣀⡸ ⠉⠉⡏ ⢄⣀⡸ ⢇⣀⡸ ⢰⠁⠀ ⢇⣀⡸ ⢈⣉⡹ ⠀⠶⠀>;   loop { my @x = DateTime.now.Str.substr(11,8).ords X- ord('0'); print "\e[H\e[J"; print "\e[$v;{$h}H"; print ~@t[@x]; print "\e[{$v+1};{$h}H"; print ~@b[@x]; print "\e[H"; sleep 1; }
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#X86_Assembly
X86 Assembly
1 ;Assemble with: tasm, tlink /t 2 0000 .model tiny 3 0000 .code 4 .386 5 org 100h 6 ;assume: ax=0000h, bx=0000h, cx=00ff, and 7 ; direction bit is clear (so di increments) 8 ; ____ 9 =0050 X0 equ 80 ; / /| 10 =0050 Y0 equ 80 ; / / | 11 =0050 wide equ 2*40 ; X0,Y0 +---+ | 12 =0064 tall equ 3*40*200/240 ; | | | 13 =0035 deep equ 4*40/3 ; | | / 14 ; |___|/ 15 16 0100 B0 13 start: mov al, 13h ;set 320x200x8 graphic screen 17 0102 CD 10 int 10h 18 0104 68 A000 push 0A000h ;point es to graphic memory segment 19 0107 07 pop es 20 21 ;Draw front of cuboid using horizontal lines 22 0108 B3 64 mov bl, tall 23 010A BF E150 mov di, X0+(Y0+tall)*320 ;set pen at lower-left corner 24 010D B0 04 mov al, 4 ;use red ink 25 010F B1 50 dc10: mov cl, wide ;draw horizontal line 26 0111 F3> AA rep stosb ;es:[di++], al; cx-- 27 0113 81 EF 0190 sub di, wide+320 ;move up to start of next line 28 0117 4B dec bx ;at top of face? 29 0118 75 F5 jne dc10 ;loop if not 30 31 011A B3 35 mov bl, deep 32 ;Draw top using horizontal lines 33 011C B0 02 dc20: mov al, 2 ;use green ink 34 011E B1 50 mov cl, wide ;draw horizontal line 35 0120 F3> AA rep stosb ;es:[di++], al; cx-- 36 37 ;Draw side using vertical lines 38 0122 B0 01 mov al, 1 ;use blue ink 39 0124 B1 64 mov cl, tall ;draw vertical line 40 0126 AA dc30: stosb ;es:[di++], al 41 0127 81 C7 013F add di, 320-1 ;move down a pixel 42 012B E2 F9 loop dc30 43 44 012D 81 EF 7E8F sub di, wide+(tall+1)*320-1 ;move to start of next top line 45 0131 4B dec bx ;at deep limit? 46 0132 75 E8 jne dc20 ;loop if not 47 48 0134 CD 16 int 16h ;wait for keystroke (ah=0) 49 0136 B8 0003 mov ax, 0003h ;restore normal text-mode screen 50 0139 CD 10 int 10h 51 013B C3 ret ;return to DOS 52 53 end start  
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Lua
Lua
function dragon() local l = "l" local r = "r" local inverse = {l = r, r = l} local field = {r} local num = 1 local loop_limit = 6 --increase this number to render a bigger curve for discard=1,loop_limit do field[num+1] = r for i=1,num do field[i+num+1] = inverse[field[num-i+1]] end num = num*2+1 end return field end   function render(field, w, h, l) local x = 0 local y = 0 local points = {} local highest_x = 0 local highest_y = 0 local lowest_x = 0 local lowest_y = 0 local l = "l" local r = "r" local u = "u" local d = "d" local heading = u local turn = {r = {r = d, d = l, l = u, u = r}, l = {r = u, u = l, l = d, d = r}} for k, v in ipairs(field) do heading = turn[v][heading] for i=1,3 do points[#points+1] = {x, y} if heading == l then x = x-w elseif heading == r then x = x+w elseif heading == u then y = y-h elseif heading == d then y = y+h end if x > highest_x then highest_x = x elseif x < lowest_x then lowest_x = x end if y > highest_y then highest_y = y elseif y < lowest_y then lowest_y = y end end end points[#points+1] = {x, y} highest_x = highest_x - lowest_x + 1 highest_y = highest_y - lowest_y + 1 for k, v in ipairs(points) do v[1] = v[1] - lowest_x + 1 v[2] = v[2] - lowest_y + 1 end return highest_x, highest_y, points end   function render_text_mode() local width, height, points = render(dragon(), 1, 1, 1) local rows = {} for i=1,height do rows[i] = {} for j=1,width do rows[i][j] = ' ' end end for k, v in ipairs(points) do rows[v[2]][v[1]] = "*" end   for i=1,height do print(table.concat(rows[i], "")) end end   function dump_points() local width, height, points = render(dragon(), 4, 4, 1) for k, v in ipairs(points) do print(unpack(v)) end end   --replace this line with dump_points() to output a list of coordinates: render_text_mode()
http://rosettacode.org/wiki/Display_a_linear_combination
Display a linear combination
Task Display a finite linear combination in an infinite vector basis ( e 1 , e 2 , … ) {\displaystyle (e_{1},e_{2},\ldots )} . Write a function that, when given a finite list of scalars ( α 1 , α 2 , … ) {\displaystyle (\alpha ^{1},\alpha ^{2},\ldots )} , creates a string representing the linear combination ∑ i α i e i {\displaystyle \sum _{i}\alpha ^{i}e_{i}} in an explicit format often used in mathematics, that is: α i 1 e i 1 ± | α i 2 | e i 2 ± | α i 3 | e i 3 ± … {\displaystyle \alpha ^{i_{1}}e_{i_{1}}\pm |\alpha ^{i_{2}}|e_{i_{2}}\pm |\alpha ^{i_{3}}|e_{i_{3}}\pm \ldots } where α i k ≠ 0 {\displaystyle \alpha ^{i_{k}}\neq 0} The output must comply to the following rules:   don't show null terms, unless the whole combination is null. e(1)     is fine,     e(1) + 0*e(3)     or     e(1) + 0     is wrong.   don't show scalars when they are equal to one or minus one. e(3)     is fine,     1*e(3)     is wrong.   don't prefix by a minus sign if it follows a preceding term.   Instead you use subtraction. e(4) - e(5)     is fine,     e(4) + -e(5)     is wrong. Show here output for the following lists of scalars: 1) 1, 2, 3 2) 0, 1, 2, 3 3) 1, 0, 3, 4 4) 1, 2, 0 5) 0, 0, 0 6) 0 7) 1, 1, 1 8) -1, -1, -1 9) -1, -2, 0, -3 10) -1
#11l
11l
F linear(x) V a = enumerate(x).filter2((i, v) -> v != 0).map2((i, v) -> ‘#.e(#.)’.format(I v == -1 {‘-’} E I v == 1 {‘’} E String(v)‘*’, i + 1)) R (I !a.empty {a} E [String(‘0’)]).join(‘ + ’).replace(‘ + -’, ‘ - ’)   L(x) [[1, 2, 3], [0, 1, 2, 3], [1, 0, 3, 4], [1, 2, 0], [0, 0, 0], [0], [1, 1, 1], [-1, -1, -1], [-1, -2, 0, 3], [-1]] print(linear(x))
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#6502_Assembly
6502 Assembly
with Ada.Text_Io; use Ada.Text_Io;   generic SortName : in String; type DataType is (<>); type SortArrayType is array (Integer range <>) of DataType; with procedure Sort (SortArray : in out SortArrayType; Comp, Write, Ex : in out Natural);   package Instrument is -- This generic package essentially accomplishes turning the sort -- procedures into first-class functions for this limited purpose. -- Obviously it doesn't change the way that Ada works with them; -- the same thing would have been much more straightforward to -- program in a language that had true first-class functions   package Dur_Io is new Fixed_Io(Duration);   procedure TimeSort (Arr : in out SortArrayType);   procedure Put;   procedure Put (File : in out File_Type);   end Instrument;
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#11l
11l
F average_square_diff(a, predictions) R sum(predictions.map(x -> (x - @a) ^ 2)) / predictions.len   F diversity_theorem(truth, predictions) V average = sum(predictions) / predictions.len print(‘average-error: ’average_square_diff(truth, predictions)"\n"‘’ ‘crowd-error: ’((truth - average) ^ 2)"\n"‘’ ‘diversity: ’average_square_diff(average, predictions))   diversity_theorem(49.0, [Float(48), 47, 51]) diversity_theorem(49.0, [Float(48), 47, 51, 42])
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Python
Python
import math   shades = ('.',':','!','*','o','e','&','#','%','@')   def normalize(v): len = math.sqrt(v[0]**2 + v[1]**2 + v[2]**2) return (v[0]/len, v[1]/len, v[2]/len)   def dot(x,y): d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2] return -d if d < 0 else 0   def draw_sphere(r, k, ambient, light): for i in range(int(math.floor(-r)),int(math.ceil(r)+1)): x = i + 0.5 line = ''   for j in range(int(math.floor(-2*r)),int(math.ceil(2*r)+1)): y = j/2 + 0.5 if x*x + y*y <= r*r: vec = normalize((x,y,math.sqrt(r*r - x*x - y*y))) b = dot(light,vec)**k + ambient intensity = int((1-b)*(len(shades)-1)) line += shades[intensity] if 0 <= intensity < len(shades) else shades[0] else: line += ' '   print(line)   light = normalize((30,30,-50)) draw_sphere(20,4,0.1, light) draw_sphere(10,2,0.4, light)
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Red
Red
Red [Needs: 'View] view [t: h4 rate 1 on-time [t/data: now/time]]  
http://rosettacode.org/wiki/Distributed_programming
Distributed programming
Write two programs (or one program with two modes) which run on networked computers, and send some messages between them. The protocol used may be language-specific or not, and should be suitable for general distributed programming; that is, the protocol should be generic (not designed just for the particular example application), readily capable of handling the independent communications of many different components of a single application, and the transferring of arbitrary data structures natural for the language. This task is intended to demonstrate high-level communication facilities beyond just creating sockets.
#Ada
Ada
package Server is pragma Remote_Call_Interface; procedure Foo; function Bar return Natural; end Server;
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#Ada
Ada
with Ada.Text_IO; use Ada.Text_IO; with GNAT.Sockets; use GNAT.Sockets;   procedure DNSQuerying is   Host  : Host_Entry_Type (1, 1); Inet_Addr_V4 : Inet_Addr_Type (Family_Inet); begin   Host  := Get_Host_By_Name (Name => "www.kame.net"); Inet_Addr_V4 := Addresses (Host); Put ("IPv4: " & Image (Value => Inet_Addr_V4)); end DNSQuerying;
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#XPL0
XPL0
include c:\cxpl\codes; \intrinsic 'code' declarations real X, Y, Z, Farthest; \arrays: 3D coordinates of vertices int I, J, K, SI, Segment; def Size=50.0, Sz=0.008, Sx=-0.013; \drawing size and tumbling speeds [X:= [-2.0, +2.0, +2.0, -2.0, -2.0, +2.0, +2.0, -2.0]; Y:= [-1.5, -1.5, +1.5, +1.5, -1.5, -1.5, +1.5, +1.5]; Z:= [-1.0, -1.0, -1.0, -1.0, +1.0, +1.0, +1.0, +1.0]; Segment:= [0,1, 1,2, 2,3, 3,0, 4,5, 5,6, 6,7, 7,4, 0,4, 1,5, 2,6, 3,7]; SetVid($101); \set 640x480 graphics with 256 colors repeat Farthest:= 0.0; \find the farthest vertex for I:= 0 to 8-1 do if Z(I) > Farthest then [Farthest:= Z(I); SI:= I]; Clear; \erase screen for I:= 0 to 2*12-1 do \for all the vertices... [J:= Segment(I); I:= I+1; \get vertex number Move(fix(X(J)*Size)+640/2, fix(Y(J)*Size)+480/2); K:= Segment(I); Line(fix(X(K)*Size)+640/2, fix(Y(K)*Size)+480/2, if J=SI ! K=SI then $F009 \dashed blue\ else $C \red\); ]; Sound(0, 1, 1); \delay 1/18 second to prevent flicker for I:= 0 to 8-1 do [X(I):= X(I) + Y(I)*Sz; \rotate vertices in X-Y plane Y(I):= Y(I) - X(I)*Sz; Y(I):= Y(I) + Z(I)*Sx; \rotate vertices in Y-Z plane Z(I):= Z(I) - Y(I)*Sx; ]; until KeyHit; \run until a key is struck SetVid(3); \restore normal text mode (for DOS) ]
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#zkl
zkl
var [const] M=50.0; fcn cuboid(w,h,z){ w*=M; h*=M; z*=M; // relative to abs dimensions bitmap:=PPM(400,400);   clr:=0xff0000; // red facing rectangle bitmap.line(0,0, w,0, clr); bitmap.line(0,0, 0,h, clr); bitmap.line(0,h, w,h, clr); bitmap.line(w,0, w,h, clr);   r,a:=(w+z).toFloat().toPolar(0); // relative to the origin a,b:=r.toRectangular((30.0).toRad() + a).apply("toInt"); c:=a; d:=b+h; clr=0xff; // blue right side of cuboid bitmap.line(w,0, a,b, clr); bitmap.line(a,b, c,d, clr); bitmap.line(w,h, c,d, clr);   e:=c-w; clr=0xfff00; // green top of cuboid bitmap.line(0,h, e,d, clr); bitmap.line(c,d, e,d, clr);   bitmap.write(File("foo.ppm","wb")); }(2,3,4);
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#M2000_Interpreter
M2000 Interpreter
  Module Checkit { def double angle, d45, d90, change=5000 const sr2 as double= .70710676237 Cls 0 Pen 14 \\ move console full screen to second monitor Window 12, 1 \\ reduce size (tv as second monitor cut pixels from edges) Window 12, scale.x*.9, scale.y*.9; \\ opacity 100%, but for 0 (black is 100%, and we can hit anything under console window) Desktop 255, 0 \\ M2000 console can divide screen to characters/lines with automatic line space Form 60, 30 \\ cut the border from window Form \\ scale.x and scale.y in twips \\ all graphic/console commands works for printer also (except for Input) Move scale.x/2,scale.y/10 \\ outline graphics, here outline text \\ legend text$, font, size, angle, justify(2 for center), quality (non zero for antialiasing, works for angle 0), letter spacing. Color { Legend "DRAGON CURVE", "Courier",SCALE.Y/200,0,2, 1, SCALE.X/50 } angle=0 d45=pi/4 d90=pi/2 Move scale.x/3, scale.y*2/3 bck=point \\ twipsx is width in twips of pixel. twipsy are height in twips of a pixel \\ so we use length:twips.x*scale.x/40 or scale.x/40 pixels. \\ use % for integer - we can omit these, and we get integer by automatic conversion (overflow raise error) dragon(twipsx*scale.x/40,14%, 1) Pen 14 a$=key$ Cls 5 \\ set opacity to 100% Desktop 255 End \\ Subs are private to this module \\ Subs have same scope as module Sub turn(rand as double) angle+=rand End Sub \\ angle is absolute, length is relative Sub forward(length as double) Draw Angle angle, length End Sub Sub dragon(length as double, split as integer, d as double) If split=0 then { forward(length) } else { Gosub turn(d*d45) \\ we can omit Gosub dragon(length*sr2,split-1,1) turn(-d*d90) dragon(length*sr2,split-1,-1) turn(d*d45) change-- If change else { push 0: do {drop: push random(11,15) : over } until number<>pen: pen number change=5000 } } End Sub } Checkit    
http://rosettacode.org/wiki/Display_a_linear_combination
Display a linear combination
Task Display a finite linear combination in an infinite vector basis ( e 1 , e 2 , … ) {\displaystyle (e_{1},e_{2},\ldots )} . Write a function that, when given a finite list of scalars ( α 1 , α 2 , … ) {\displaystyle (\alpha ^{1},\alpha ^{2},\ldots )} , creates a string representing the linear combination ∑ i α i e i {\displaystyle \sum _{i}\alpha ^{i}e_{i}} in an explicit format often used in mathematics, that is: α i 1 e i 1 ± | α i 2 | e i 2 ± | α i 3 | e i 3 ± … {\displaystyle \alpha ^{i_{1}}e_{i_{1}}\pm |\alpha ^{i_{2}}|e_{i_{2}}\pm |\alpha ^{i_{3}}|e_{i_{3}}\pm \ldots } where α i k ≠ 0 {\displaystyle \alpha ^{i_{k}}\neq 0} The output must comply to the following rules:   don't show null terms, unless the whole combination is null. e(1)     is fine,     e(1) + 0*e(3)     or     e(1) + 0     is wrong.   don't show scalars when they are equal to one or minus one. e(3)     is fine,     1*e(3)     is wrong.   don't prefix by a minus sign if it follows a preceding term.   Instead you use subtraction. e(4) - e(5)     is fine,     e(4) + -e(5)     is wrong. Show here output for the following lists of scalars: 1) 1, 2, 3 2) 0, 1, 2, 3 3) 1, 0, 3, 4 4) 1, 2, 0 5) 0, 0, 0 6) 0 7) 1, 1, 1 8) -1, -1, -1 9) -1, -2, 0, -3 10) -1
#Ada
Ada
with Ada.Text_Io; with Ada.Strings.Unbounded; with Ada.Strings.Fixed;   procedure Display_Linear is   subtype Position is Positive; type Coefficient is new Integer; type Combination is array (Position range <>) of Coefficient;   function Linear_Combination (Comb : Combination) return String is use Ada.Strings.Unbounded; use Ada.Strings; Accu : Unbounded_String; begin for Pos in Comb'Range loop case Comb (Pos) is when Coefficient'First .. -1 => Append (Accu, (if Accu = "" then "-" else " - ")); when 0 => null; when 1 .. Coefficient'Last => Append (Accu, (if Accu /= "" then " + " else "")); end case;   if Comb (Pos) /= 0 then declare Abs_Coeff  : constant Coefficient := abs Comb (Pos); Coeff_Image : constant String := Fixed.Trim (Coefficient'Image (Abs_Coeff), Left); Exp_Image  : constant String := Fixed.Trim (Position'Image (Pos), Left); begin if Abs_Coeff /= 1 then Append (Accu, Coeff_Image & "*"); end if; Append (Accu, "e(" & Exp_Image & ")"); end; end if; end loop;   return (if Accu = "" then "0" else To_String (Accu)); end Linear_Combination;   use Ada.Text_Io; begin Put_Line (Linear_Combination ((1, 2, 3))); Put_Line (Linear_Combination ((0, 1, 2, 3))); Put_Line (Linear_Combination ((1, 0, 3, 4))); Put_Line (Linear_Combination ((1, 2, 0))); Put_Line (Linear_Combination ((0, 0, 0))); Put_Line (Linear_Combination ((1 => 0))); Put_Line (Linear_Combination ((1, 1, 1))); Put_Line (Linear_Combination ((-1, -1, -1))); Put_Line (Linear_Combination ((-1, -2, 0, -3))); Put_Line (Linear_Combination ((1 => -1))); end Display_Linear;
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Ada
Ada
with Ada.Text_Io; use Ada.Text_Io;   generic SortName : in String; type DataType is (<>); type SortArrayType is array (Integer range <>) of DataType; with procedure Sort (SortArray : in out SortArrayType; Comp, Write, Ex : in out Natural);   package Instrument is -- This generic package essentially accomplishes turning the sort -- procedures into first-class functions for this limited purpose. -- Obviously it doesn't change the way that Ada works with them; -- the same thing would have been much more straightforward to -- program in a language that had true first-class functions   package Dur_Io is new Fixed_Io(Duration);   procedure TimeSort (Arr : in out SortArrayType);   procedure Put;   procedure Put (File : in out File_Type);   end Instrument;
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Arturo
Arturo
f: function [x :integer, y :integer][ ;; description: « takes two integers and adds them up ;; options: [ ;; double: « also multiply by two ;; ] ;; returns: :integer   result: x+y if not? null? attr 'double -> result: result * 2 return result ]   info'f
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#Ada
Ada
with Ada.Text_IO; with Ada.Command_Line;   procedure Diversity_Prediction is   type Real is new Float; type Real_Array is array (Positive range <>) of Real;   package Real_IO is new Ada.Text_Io.Float_IO (Real); use Ada.Text_IO, Ada.Command_Line, Real_IO;   function Mean (Data : Real_Array) return Real is Sum : Real := 0.0; begin for V of Data loop Sum := Sum + V; end loop; return Sum / Real (Data'Length); end Mean;   function Variance (Reference : Real; Data : Real_Array) return Real is Res : Real_Array (Data'Range); begin for A in Data'Range loop Res (A) := (Reference - Data (A)) ** 2; end loop; return Mean (Res); end Variance;   procedure Diversity (Truth : Real; Estimates : Real_Array) is Average  : constant Real := Mean (Estimates); Average_Error : constant Real := Variance (Truth, Estimates); Crowd_Error  : constant Real := (Truth - Average) ** 2; Diversity  : constant Real := Variance (Average, Estimates); begin Real_IO.Default_Exp := 0; Real_IO.Default_Aft := 5; Put ("average-error : "); Put (Average_Error); New_Line; Put ("crowd-error  : "); Put (Crowd_Error); New_Line; Put ("diversity  : "); Put (Diversity); New_Line; end Diversity;   begin if Argument_Count <= 1 then Put_Line ("Usage: diversity_prediction <truth> <data_1> <data_2> ..."); return; end if;   declare Truth  : constant Real := Real'Value (Argument (1)); Estimates : Real_Array (2 .. Argument_Count); begin for A in 2 .. Argument_Count loop Estimates (A) := Real'Value (Argument (A)); end loop;   Diversity (Truth, Estimates); end; end Diversity_Prediction;
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Racket
Racket
  #lang typed/racket   (require plot/typed) (plot3d (polar3d (λ (θ ρ) 1)) #:altitude 25)  
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#REXX
REXX
/*REXX program displays the current (local) time as a digital clock on the terminal.*/ trace off /*turn off tracing/possible host errors*/ parse arg ! /*obtain optional arguments from the CL*/ if !all(arg()) then exit /*was there a request for some help? */ if !cms then address '' /*If CMS, then initialize ADDRESS name*/   signal on halt /*initialize target label when HALTed. */ signal on noValue /* " " " " noValue.*/ signal on syntax /* " " " " syntax. */   parse var ! ops /*obtain optional arguments from the CL*/ ops = space(ops) /*elide superfluous blanks from options*/ blinkSecs = 1 /*amount of time between displays. */ creep = 1 /*moves the output "around" the screen.*/ tops = '.C=blue .BC=░ .BS=1 .BLOCK=12' /*options to be specified for $T.REXX */   do while ops\=='' /*process all the specified options. */ parse var ops _1 2 1 _ . 1 y ops /*extract various information from opt.*/ upper _ /*uppercase the _ REXX variavle. */ select when _==',' then nop /*ignore any comma used.*/ when _1==. & pos("=",_)\==0 then tops= tops y /*add this value to TOPS*/ when abbn('BLINKSECs') then blinksecs= no() /*use/not use BLINKSECs.*/ when abbn('CREEPs') then creep= no() /* " " " CREEPs. */ otherwise call er 55,y /*whoops! Invalid option*/ end /*select*/ end /*while ops¬==''*/   if \!pcrexx then blinkSecs= 0 /*Not PC/REXX? Then turn off BLINKSECS*/ tops= space(tops) /*elide superfluous blanks in TOPS. */ parse value scrsize() with sd sw . /*obtain the terminal screen dimensions*/ oldTime= /*blank out the OLDTIME for comparison.*/ do until queued()\==0 /*if user entered some text, then QUIT.*/ ct= time() /*obtain the current (system) time. */ mn= substr(ct, 4, 2) /*extract the minutes part of the time.*/ ss= right(ct, 2) /* " " seconds " " " " */ i_= 0 /*REXX variable used for display creep.*/ p_= 0 /* " " " " " " */ call blinksec if ct==oldTime then if !cms then 'CP SLEEP' /*sleep for one second. */ else call delay 1 /* " " " " */   if creep then do; p_ = 3 + right(mn, 1) /*perform display creep.*/ if sd>26 then p_ = p_ + left(mn, 1) if sd>33 then p_ = p_ + left(mn, 1) if sd>44 then p_ = p_ + left(mn, 1) + right(mn, 1) end _p= - p_ /*change the sign of the P_ number. */ i_= 2 + left(ct, 1) /*obtain indentation size base on HH. */ if sw>108 then ctt= ct /*maybe use wider format for the clock*/ else ctt= left(ct, 5) /*maybe use narrow " " " " */ r= $t('.P='_p ".I="i_ tops ctt) /*where the rubber meets the road. */ if r\==0 then leave /*Had an error in $T ? Then quit. */ oldTime= time() /*save the new time, it may be the same*/ end /*forever*/ exit 0 /*stick a fork in it, we're all done. */   /*═════════════════════════════general 1-line subs══════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════*/ !all:  !!=!;!=space(!);upper !;call !fid;!nt=right(!var('OS'),2)=='NT';!cls=word('CLS VMFCLEAR CLRSCREEN',1+!cms+!tso*2);if arg(1)\==1 then return 0;if wordpos(!,'? ?SAMPLES ?AUTHOR ?FLOW')==0 then return 0;!call=']$H';call '$H' !fn !;!call=;return 1 !cal: if symbol('!CALL')\=="VAR" then !call=; return !call !env:  !env= 'ENVIRONMENT'; if !sys=="MSDOS" |  !brexx |  !r4 |  !roo then !env= 'SYSTEM'; if !os2 then !env= "OS2"!env;  !ebcdic= 3=='f3'x; if !crx then !env= "DOS"; return !fid: parse upper source !sys !fun !fid . 1 . . !fn !ft !fm .; call !sys; if !dos then do; _= lastpos('\', !fn);  !fm= left(!fn, _);  !fn= substr(!fn, _+1); parse var !fn !fn '.' !ft; end; return word(0 !fn !ft !fm, 1 +('0'arg(1))) !rex: parse upper version !ver !vernum !verdate .; !brexx= 'BY'==!vernum; !kexx= "KEXX"==!ver; !pcrexx= 'REXX/PERSONAL'==!ver | "REXX/PC"==!ver; !r4= 'REXX-R4'==!ver; !regina="REXX-REGINA"==left(!ver, 11); !roo='REXX-ROO'==!ver; call !env; return !sys:  !cms= !sys=='CMS';  !os2= !sys=="OS2";  !tso= !sys=='TSO' |  !sys=="MVS";  !vse= !sys=='VSE';  !dos= pos("DOS", !sys)\==0 | pos('WIN', !sys)\==0 |  !sys=="CMD";  !crx= left(!sys, 6)=='DOSCRX'; call !rex; return !var: call !fid; if !kexx then return space( dosenv( arg(1) ) ); return space( value( arg(1), , !env)) $t:  !call= ']$T'; call "$T" arg(1);  !call=; return result abb: parse upper arg abbu; parse arg abb; return abbrev(abbu, _, abbl(abb) ) abbl: @abc = 'abcdefghijklmnopqrstuvwxyz'; return verify(arg(1)'a', @abc, 'M') - 1 abbn: parse arg abbn; return abb(abbn) | abb('NO'abbn) blinksec: if \blinksecs then return; bsec= ' '; ss2= right(ss, 2); if sw<=80 then bsec= copies(" ", 2 + ss2) ss2; call scrwrite 1 + right(mn, 1), 1, bsec, , , 1; call cursor sd - right(mn, 1), sw - length(bsec); return er: parse arg _1,_2; call '$ERR' "14"p(_1) p(word(_1, 2)  !fid(1)) _2; if _1<0 then return _1; exit result err: call er '-'arg(1),arg(2); return '' erx: call er '-'arg(1),arg(2); exit 0 halt: call er .1 no: if arg(1)\=='' then call er 01,arg(2); return left(_, 2) \== 'NO' noValue:  !sigl= sigl; call er 17,!fid(2)  !fid(3)  !sigl condition('D') sourceline(!sigl) p: return word( arg(1), 1) syntax:  !sigl= sigl; call er 13,!fid(2)  !fid(3)  !sigl  !cal() condition('D') sourceline(!sigl)
http://rosettacode.org/wiki/Distributed_programming
Distributed programming
Write two programs (or one program with two modes) which run on networked computers, and send some messages between them. The protocol used may be language-specific or not, and should be suitable for general distributed programming; that is, the protocol should be generic (not designed just for the particular example application), readily capable of handling the independent communications of many different components of a single application, and the transferring of arbitrary data structures natural for the language. This task is intended to demonstrate high-level communication facilities beyond just creating sockets.
#AutoHotkey
AutoHotkey
#include <stdio.h> #include <stdlib.h> #include <pvm3.h>   int main(int c, char **v) { int tids[10]; int parent, spawn; int i_data, i2; double f_data;   if (c > 1) { spawn = pvm_spawn("/tmp/a.out", 0, PvmTaskDefault, 0, 1, tids); if (spawn <= 0) { printf("Can't spawn task\n"); return 1; }   printf("Spawning successful\n");   /* pvm_recv(task_id, msgtag). msgtag identifies what kind of data it is, * for here: 1 = (int, double), 2 = (int, int) * The receiving order is intentionally swapped, just to show. * task_id = -1 means "receive from any task" */ pvm_recv(-1, 2); pvm_unpackf("%d %d", &i_data, &i2); printf("got msg type 2: %d %d\n", i_data, i2);   pvm_recv(-1, 1); pvm_unpackf("%d %lf", &i_data, &f_data); printf("got msg type 1: %d %f\n", i_data, f_data); } else { parent = pvm_parent();   pvm_initsend(PvmDataDefault); i_data = rand(); f_data = (double)rand() / RAND_MAX; pvm_packf("%d %lf", i_data, f_data); pvm_send(parent, 1); /* send msg type 1 */   pvm_initsend(PvmDataDefault); i2 = rand(); pvm_packf("%d %d", i_data, i2); pvm_send(parent, 2); /* send msg type 2 */ }   pvm_exit(); return 0; }
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#ARM_Assembly
ARM Assembly
    /* ARM assembly Raspberry PI */ /* program dnsquery.s */   /************************************/ /* Constantes */ /************************************/ .equ STDIN, 0 @ Linux input console .equ STDOUT, 1 @ Linux output console   .equ EXIT, 1 @ Linux syscall END PROGRAM .equ FORK, 2 @ Linux syscall .equ READ, 3 @ Linux syscall .equ WRITE, 4 @ Linux syscall .equ OPEN, 5 @ Linux syscall .equ CLOSE, 6 @ Linux syscall .equ EXECVE, 0xB @ Linux syscall .equ PIPE, 0x2A @ Linux syscall .equ DUP2, 0x3F @ Linux syscall .equ WAIT4, 0x72 @ Linux syscall   .equ WUNTRACED, 2 @ Wait, return status of stopped child .equ TAILLEBUFFER, 500 /*********************************/ /* Initialized data */ /*********************************/ .data szCarriageReturn: .asciz "\n" szMessFinOK: .asciz "Fin normale du programme. \n" szMessError: .asciz "Error occured !!!" szCommand: .asciz "/usr/bin/host" @ command host szNameHost: .asciz "www.kame.net" @ string query name .align 4 stArg1: .int szCommand @ address command .int szNameHost @ address argument .int 0,0 @ zeroes   /*********************************/ /* UnInitialized data */ /*********************************/ .bss .align 4 iStatusThread: .skip 4 pipefd: .skip 8 sBuffer: .skip TAILLEBUFFER stRusage: .skip TAILLEBUFFER /*********************************/ /* code section */ /*********************************/ .text .global main main: @ entry of program /* création pipe */ ldr r0,iAdrpipefd @ FDs address mov r7, #PIPE @ create pipe svc 0 @ call system Linux cmp r0,#0 @ error  ? blt 99f   /* create child thread */ mov r0,#0 mov r7, #FORK @ call system svc #0 cmp r0,#0 @ error ? blt 99f bne parent @ if <> zero r0 contains father pid @ else is the child /****************************************/ /* Child thread */ /****************************************/ /* redirection sysout -> pipe */ ldr r0,iAdrpipefd ldr r0,[r0,#4] mov r7, #DUP2 @ call system linux mov r1, #STDOUT @ svc #0 cmp r0,#0 @ error ? blt 99f   /* run command host */ ldr r0, iAdrszCommand @ r0 = address de "/usr/bin/host" ldr r1,iAdrstArg1 @ address argument 1 mov r2,#0 mov r7, #EXECVE @ call system linux (execve) svc #0 @ if ok -> no return !!! b 100f @ never exec this label /****************************************/ /* Father thread */ /****************************************/ parent: mov r4,r0 @ save child pid 1: @ loop child signal mov r0,r4 ldr r1,iAdriStatusThread @ return status thread mov r2,#WUNTRACED @ flags ldr r3,iAdrstRusage @ return structure thread mov r7, #WAIT4 @ Call System svc #0 cmp r0,#0 @ error ? blt 99f @ recup status ldr r0,iAdriStatusThread @ analyse status ldrb r0,[r0] @ firest byte cmp r0,#0 @ normal end thread ? bne 1b @ loop   /* close entry pipe */ ldr r0,iAdrpipefd mov r7,#CLOSE @ call system svc #0   /* read datas pipe */ ldr r0,iAdrpipefd ldr r0,[r0] ldr r1,iAdrsBuffer @ buffer address mov r2,#TAILLEBUFFER @ buffer size mov r7, #READ @ call system svc #0 ldr r0,iAdrsBuffer @ display buffer bl affichageMess   ldr r0,iAdrszMessFinOK @ display message Ok bl affichageMess mov r0, #0 @ return code b 100f 99: ldr r0,iAdrszMessError @ erreur bl affichageMess mov r0, #1 @ return code b 100f 100: @ standard end of the program mov r7, #EXIT @ request to exit program svc #0 @ perform the system call   iAdrszCarriageReturn: .int szCarriageReturn iAdrszMessFinOK: .int szMessFinOK iAdrszMessError: .int szMessError iAdrsBuffer: .int sBuffer iAdrpipefd: .int pipefd iAdrszCommand: .int szCommand iAdrstArg1: .int stArg1 iAdriStatusThread: .int iStatusThread iAdrstRusage: .int stRusage     /******************************************************************/ /* display text with size calculation */ /******************************************************************/ /* r0 contains the address of the message */ affichageMess: push {r0,r1,r2,r7,lr} @ save registres mov r2,#0 @ counter length 1: @ loop length calculation ldrb r1,[r0,r2] @ read octet start position + index cmp r1,#0 @ if 0 its over addne r2,r2,#1 @ else add 1 in the length bne 1b @ and loop @ so here r2 contains the length of the message mov r1,r0 @ address message in r1 mov r0,#STDOUT @ code to write to the standard output Linux mov r7, #WRITE @ code call system "write" svc #0 @ call systeme pop {r0,r1,r2,r7,lr} @ restaur des 2 registres */ bx lr @ return  
http://rosettacode.org/wiki/Draw_a_cuboid
Draw a cuboid
Task Draw a   cuboid   with relative dimensions of   2 × 3 × 4. The cuboid can be represented graphically, or in   ASCII art,   depending on the language capabilities. To fulfill the criteria of being a cuboid, three faces must be visible. Either static or rotational projection is acceptable for this task. Related tasks draw a sphere draw a rotating cube write language name in 3D ASCII draw a Deathstar
#ZX_Spectrum_Basic
ZX Spectrum Basic
10 LET width=50: LET height=width*1.5: LET depth=width*2 20 LET x=80: LET y=10 30 PLOT x,y 40 DRAW 0,height: DRAW width,0: DRAW 0,-height: DRAW -width,0: REM Front 50 PLOT x,y+height: DRAW depth/2,height: DRAW width,0: DRAW 0,-height: DRAW -width,-height 60 PLOT x+width,y+height: DRAW depth/2,height
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#M4
M4
# The macros which return a pair of values x,y expand to an unquoted 123,456 # which is suitable as arguments to a further macro. The quoting is slack # because the values are always integers and so won't suffer unwanted macro # expansion.   # 0,1 Vertex and segment x,y numbering. # | # | Segments are numbered as if a # |s=0,1 square grid turned anti-clockwise # | by 45 degrees. # | # -1,0 -------- 0,0 -------- 1,0 vertex_to_seg_east(x,y) returns # s=-1,1 | s=0,0 the segment x,y to the East, # | so vertex_to_seg_east(0,0) is 0,0 # | # |s=-1,0 vertex_to_seg_west(x,y) returns # | the segment x,y to the West, # 0,-1 so vertex_to_seg_west(0,0) is -1,1 # define(`vertex_to_seg_east', `eval($1 + $2), eval($2 - $1)') define(`vertex_to_seg_west', `eval($1 + $2 - 1), eval($2 - $1 + 1)') define(`vertex_to_seg_south', `eval($1 + $2 - 1), eval($2 - $1)')   # Some past BSD m4 didn't have "&" operator, so mod2(n) using % instead. # mod2() returns 0,1 even if "%" gives -1 for negative odds. # define(`mod2', `ifelse(eval($1 % 2),0,0,1)')   # seg_to_even(x,y) returns x,y moved to an "even" position by subtracting an # offset in a way which suits the segment predicate test. # # seg_offset_y(x,y) is a repeating pattern # # | 1,1,0,0 # | 1,1,0,0 # | 0,0,1,1 # | 0,0,1,1 # +--------- # # seg_offset_x(x,y) is the same but offset by 1 in x,y # # | 0,1,1,0 # | 1,0,0,1 # | 1,0,0,1 # | 0,1,1,0 # +--------- # # Incidentally these offset values also give n which is the segment number # along the curve. "x_offset XOR y_offset" is 0,1 and is a bit of n from # low to high. # define(`seg_offset_y', `mod2(eval(($1 >> 1) + ($2 >> 1)))') define(`seg_offset_x', `seg_offset_y(eval($1+1), eval($2+1))') define(`seg_to_even', `eval($1 - seg_offset_x($1,$2)), eval($2 - seg_offset_y($1,$2))');   # xy_div_iplus1(x,y) returns x,y divided by complex number i+1. # So (x+i*y)/(i+1) which means newx = (x+y)/2, newy = (y-x)/2. # Must have x,y "even", meaning x+y even, so newx and newy are integers. # define(`xy_div_iplus1', `eval(($1 + $2)/2), eval(($2 - $1)/2)')   # seg_is_final(x,y) returns 1 if x,y is one of the final four points. # On these four points xy_div_iplus1(seg_to_even(x,y)) returns x,y # unchanged, so the seg_pred() recursion does not reduce any further. # # .. | .. # final | final y=+1 # final | final y=0 # -------+-------- # .. | .. # x=-1 x=0 # define(`seg_is_final', `eval(($1==-1 || $1==0) && ($2==1 || $2==0))')   # seg_pred(x,y) returns 1 if segment x,y is on the dragon curve. # If the final point reached is 0,0 then the original x,y was on the curve. # (If a different final point then x,y was one of four rotated copies of the # curve.) # define(`seg_pred', `ifelse(seg_is_final($1,$2), 1, `eval($1==0 && $2==0)', `seg_pred(xy_div_iplus1(seg_to_even($1,$2)))')')   # vertex_pred(x,y) returns 1 if point x,y is on the dragon curve. # The curve always turns left or right at a vertex, it never crosses itself, # so if a vertex is visited then either the segment to the east or to the # west must have been traversed. Prefer ifelse() for the two checks since # eval() || operator is not a short-circuit. # define(`vertex_pred', `ifelse(seg_pred(vertex_to_seg_east($1,$2)),1,1, `seg_pred(vertex_to_seg_west($1,$2))')')   # forloop(varname, start,end, body) # Expand body with varname successively define()ed to integers "start" to # "end" inclusive. "start" to "end" can go either increasing or decreasing. # define(`forloop', `define(`$1',$2)$4`'dnl ifelse($2,$3,,`forloop(`$1',eval($2 + 2*($2 < $3) - 1), $3, `$4')')')   #----------------------------------------------------------------------------   # dragon01(xmin,xmax, ymin,ymax) prints an array of 0s and 1s which are the # vertex_pred() values. `y' runs from ymax down to ymin so that y # coordinate increases up the screen. # define(`dragon01', `forloop(`y',$4,$3, `forloop(`x',$1,$2, `vertex_pred(x,y)') ')')   # dragon_ascii(xmin,xmax, ymin,ymax) prints an ascii art dragon curve. # Each y value results in two output lines. The first has "+" vertices and # "--" horizontals. The second has "|" verticals. # define(`dragon_ascii', `forloop(`y',$4,$3, `forloop(`x',$1,$2, `ifelse(vertex_pred(x,y),1, `+', ` ')dnl ifelse(seg_pred(vertex_to_seg_east(x,y)), 1, `--', ` ')') forloop(`x',$1,$2, `ifelse(seg_pred(vertex_to_seg_south(x,y)), 1, `| ', ` ')') ')')   #-------------------------------------------------------------------------- divert`'dnl   # 0s and 1s directly from vertex_pred(). # dragon01(-7,23, dnl X range -11,10) dnl Y range   # ASCII art lines. # dragon_ascii(-6,5, dnl X range -10,2) dnl Y range
http://rosettacode.org/wiki/Display_a_linear_combination
Display a linear combination
Task Display a finite linear combination in an infinite vector basis ( e 1 , e 2 , … ) {\displaystyle (e_{1},e_{2},\ldots )} . Write a function that, when given a finite list of scalars ( α 1 , α 2 , … ) {\displaystyle (\alpha ^{1},\alpha ^{2},\ldots )} , creates a string representing the linear combination ∑ i α i e i {\displaystyle \sum _{i}\alpha ^{i}e_{i}} in an explicit format often used in mathematics, that is: α i 1 e i 1 ± | α i 2 | e i 2 ± | α i 3 | e i 3 ± … {\displaystyle \alpha ^{i_{1}}e_{i_{1}}\pm |\alpha ^{i_{2}}|e_{i_{2}}\pm |\alpha ^{i_{3}}|e_{i_{3}}\pm \ldots } where α i k ≠ 0 {\displaystyle \alpha ^{i_{k}}\neq 0} The output must comply to the following rules:   don't show null terms, unless the whole combination is null. e(1)     is fine,     e(1) + 0*e(3)     or     e(1) + 0     is wrong.   don't show scalars when they are equal to one or minus one. e(3)     is fine,     1*e(3)     is wrong.   don't prefix by a minus sign if it follows a preceding term.   Instead you use subtraction. e(4) - e(5)     is fine,     e(4) + -e(5)     is wrong. Show here output for the following lists of scalars: 1) 1, 2, 3 2) 0, 1, 2, 3 3) 1, 0, 3, 4 4) 1, 2, 0 5) 0, 0, 0 6) 0 7) 1, 1, 1 8) -1, -1, -1 9) -1, -2, 0, -3 10) -1
#C
C
    #include<stdlib.h> #include<stdio.h> #include<math.h> /*Optional, but better if included as fabs, labs and abs functions are being used. */   int main(int argC, char* argV[]) {   int i,zeroCount= 0,firstNonZero = -1; double* vector;   if(argC == 1){ printf("Usage : %s <Vector component coefficients seperated by single space>",argV[0]); }   else{   printf("Vector for ["); for(i=1;i<argC;i++){ printf("%s,",argV[i]); } printf("\b] -> ");     vector = (double*)malloc((argC-1)*sizeof(double));   for(i=1;i<=argC;i++){ vector[i-1] = atof(argV[i]); if(vector[i-1]==0.0) zeroCount++; if(vector[i-1]!=0.0 && firstNonZero==-1) firstNonZero = i-1; }   if(zeroCount == argC){ printf("0"); }   else{ for(i=0;i<argC;i++){ if(i==firstNonZero && vector[i]==1) printf("e%d ",i+1); else if(i==firstNonZero && vector[i]==-1) printf("- e%d ",i+1); else if(i==firstNonZero && vector[i]<0 && fabs(vector[i])-abs(vector[i])>0.0) printf("- %lf e%d ",fabs(vector[i]),i+1); else if(i==firstNonZero && vector[i]<0 && fabs(vector[i])-abs(vector[i])==0.0) printf("- %ld e%d ",labs(vector[i]),i+1); else if(i==firstNonZero && vector[i]>0 && fabs(vector[i])-abs(vector[i])>0.0) printf("%lf e%d ",vector[i],i+1); else if(i==firstNonZero && vector[i]>0 && fabs(vector[i])-abs(vector[i])==0.0) printf("%ld e%d ",vector[i],i+1); else if(fabs(vector[i])==1.0 && i!=0) printf("%c e%d ",(vector[i]==-1)?'-':'+',i+1); else if(i!=0 && vector[i]!=0 && fabs(vector[i])-abs(vector[i])>0.0) printf("%c %lf e%d ",(vector[i]<0)?'-':'+',fabs(vector[i]),i+1); else if(i!=0 && vector[i]!=0 && fabs(vector[i])-abs(vector[i])==0.0) printf("%c %ld e%d ",(vector[i]<0)?'-':'+',labs(vector[i]),i+1); } } }   free(vector);   return 0; }  
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#AutoHotkey
AutoHotkey
; ; Function: example_add ; Description: ; Adds two or three numbers (see [url=http://en.wikipedia.org/Number]Number [/url]) ; Syntax: example_add(number1, number2[, number3=0]) ; Parameters: ; number1 - First number to add. ; number2 - Second number to add. ; number3 - (Optional) Third number to add. You can just omit this parameter. ; Return Value: ; sum of parameters ; Example: ; MsgBox % example_add(example_add(2, 3, 4), 5) ; example_add(number1, number2, number3=0){ return number1 + number2 + number3 }
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#C
C
/** * \brief Perform addition on \p a and \p b. * * \param a One of the numbers to be added. * \param b Another number to be added. * \return The sum of \p a and \p b. * \code * int sum = add(1, 2); * \endcode */ int add(int a, int b) { return a + b; }  
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#C.23
C#
/// <summary> /// The XMLSystem class is here to help handle XML items in this site. /// </summary> public static class XMLSystem { static XMLSystem() { // Constructor }   /// <summary> /// A function to get the contents of an XML document. /// </summary> /// <param name="name">A valid name of an XML document in the data folder</param> /// <returns>An XmlDocument containing the contents of the XML file</returns> public static XmlDocument GetXML(string name) { return null; } }
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#C
C
    #include<string.h> #include<stdlib.h> #include<stdio.h>   float mean(float* arr,int size){ int i = 0; float sum = 0;   while(i != size) sum += arr[i++];   return sum/size; }   float variance(float reference,float* arr, int size){ int i=0; float* newArr = (float*)malloc(size*sizeof(float));   for(;i<size;i++) newArr[i] = (reference - arr[i])*(reference - arr[i]);   return mean(newArr,size); }   float* extractData(char* str, int *len){ float* arr; int i=0,count = 1; char* token;   while(str[i]!=00){ if(str[i++]==',') count++; }   arr = (float*)malloc(count*sizeof(float)); *len = count;   token = strtok(str,",");   i = 0;   while(token!=NULL){ arr[i++] = atof(token); token = strtok(NULL,","); }   return arr; }   int main(int argC,char* argV[]) { float* arr,reference,meanVal; int len; if(argC!=3) printf("Usage : %s <reference value> <observations separated by commas>"); else{ arr = extractData(argV[2],&len);   reference = atof(argV[1]);   meanVal = mean(arr,len);   printf("Average Error : %.9f\n",variance(reference,arr,len)); printf("Crowd Error : %.9f\n",(reference - meanVal)*(reference - meanVal)); printf("Diversity : %.9f",variance(meanVal,arr,len)); }   return 0; }  
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Raku
Raku
my $width = my $height = 255; # must be odd   my @light = normalize([ 3, 2, -5 ]);   my $depth = 255;   sub MAIN ($outfile = 'sphere-perl6.pgm') { spurt $outfile, "P5\n$width $height\n$depth\n"; # .pgm header my $out = open( $outfile, :a, :bin ) orelse .die; $out.write( Blob.new(draw_sphere( ($width-1)/2, .9, .2) ) ); $out.close; }   sub normalize (@vec) { @vec »/» ([+] @vec »*« @vec).sqrt }   sub dot (@x, @y) { -([+] @x »*« @y) max 0 }   sub draw_sphere ( $rad, $k, $ambient ) { my @pixels[$height]; my $r2 = $rad * $rad; my @range = -$rad .. $rad; @range.hyper.map: -> $x { my @row[$width]; @range.map: -> $y { if (my $x2 = $x * $x) + (my $y2 = $y * $y) < $r2 { my @vector = normalize([$x, $y, ($r2 - $x2 - $y2).sqrt]); my $intensity = dot(@light, @vector) ** $k + $ambient; my $pixel = (0 max ($intensity * $depth).Int) min $depth; @row[$y+$rad] = $pixel; } else { @row[$y+$rad] = 0; } } @pixels[$x+$rad] = @row; } flat |@pixels.map: *.list; }
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Ruby
Ruby
Shoes.app(:width=>205, :height => 228, :title => "A Clock") do def draw_ray(width, start, stop, ratio) angle = Math::PI * 2 * ratio - Math::PI/2 strokewidth width cos = Math::cos(angle) sin = Math::sin(angle) line 101+cos*start, 101+sin*start, 101+cos*stop, 101+sin*stop end   def update t = Time.now @time.text = t.strftime("%H:%M:%S") h, m, s = (t.hour % 12).to_f, t.min.to_f, t.sec.to_f s += t.to_f - t.to_i # add the fractional seconds   @hands.clear do draw_ray(3, 0, 70, (h + m/60)/12) draw_ray(2, 0, 90, (m + s/60)/60) draw_ray(1, 0, 95, s/60) end end   # a place for the text display @time = para(:align=>"center", :family => "monospace")   # draw the clock face stack(:width=>203, :height=>203) do strokewidth 1 fill gradient(deepskyblue, aqua) oval 1, 1, 200 fill black oval 98, 98, 6 # draw the minute indicators 0.upto(59) {|m| draw_ray(1, (m % 5 == 0 ? 96 : 98), 100, m.to_f/60)} end.move(0,23)   # the drawing area for the hands @hands = stack(:width=>203, :height=>203) {}.move(0,23)   animate(5) {update} end
http://rosettacode.org/wiki/Distributed_programming
Distributed programming
Write two programs (or one program with two modes) which run on networked computers, and send some messages between them. The protocol used may be language-specific or not, and should be suitable for general distributed programming; that is, the protocol should be generic (not designed just for the particular example application), readily capable of handling the independent communications of many different components of a single application, and the transferring of arbitrary data structures natural for the language. This task is intended to demonstrate high-level communication facilities beyond just creating sockets.
#C
C
#include <stdio.h> #include <stdlib.h> #include <pvm3.h>   int main(int c, char **v) { int tids[10]; int parent, spawn; int i_data, i2; double f_data;   if (c > 1) { spawn = pvm_spawn("/tmp/a.out", 0, PvmTaskDefault, 0, 1, tids); if (spawn <= 0) { printf("Can't spawn task\n"); return 1; }   printf("Spawning successful\n");   /* pvm_recv(task_id, msgtag). msgtag identifies what kind of data it is, * for here: 1 = (int, double), 2 = (int, int) * The receiving order is intentionally swapped, just to show. * task_id = -1 means "receive from any task" */ pvm_recv(-1, 2); pvm_unpackf("%d %d", &i_data, &i2); printf("got msg type 2: %d %d\n", i_data, i2);   pvm_recv(-1, 1); pvm_unpackf("%d %lf", &i_data, &f_data); printf("got msg type 1: %d %f\n", i_data, f_data); } else { parent = pvm_parent();   pvm_initsend(PvmDataDefault); i_data = rand(); f_data = (double)rand() / RAND_MAX; pvm_packf("%d %lf", i_data, f_data); pvm_send(parent, 1); /* send msg type 1 */   pvm_initsend(PvmDataDefault); i2 = rand(); pvm_packf("%d %d", i_data, i2); pvm_send(parent, 2); /* send msg type 2 */ }   pvm_exit(); return 0; }
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#AutoHotkey
AutoHotkey
Url := "www.kame.net" , LogFile := "Ping_" A_Now ".log" Runwait, %comspec% /c nslookup %Url%>%LogFile%, , hide FileRead, Contents, %LogFile% FileDelete, %LogFile% RegExMatch(Contents,"Addresses:.+(`r?`n\s+.+)*",Match) MsgBox, % RegExReplace(Match,"(Addresses:|[ `t])")
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#Batch_File
Batch File
:: DNS Query Task from Rosetta Code Wiki :: Batch File Implementation   @echo off   set "domain=www.kame.net" echo DOMAIN: "%domain%" echo( call :DNS_Lookup "%domain%" pause exit /b ::Main Procedure ::Uses NSLOOKUP Command. Also uses a dirty "parsing" to detect IP addresses. :DNS_Lookup [domain] ::Define Variables and the TAB Character set "dom=%~1" set "record=" set "reccnt=0" for /f "delims=" %%T in ('forfiles /p "%~dp0." /m "%~nx0" /c "cmd /c echo(0x09"') do set "TAB=%%T"   setlocal enabledelayedexpansion for /f "tokens=1* delims=:" %%x in ('nslookup "!dom!" 2^>nul') do ( set "line=%%x" if /i "!line:~0,4!"=="Name" set "record=yes" if /i "!line:~0,5!"=="Alias" set "record=" if "!record!"=="yes" ( set /a reccnt+=1 if "%%y"=="" (set "catch_!reccnt!=%%x") else (set "catch_!reccnt!=%%x:%%y") ) ) for /l %%c in (1,1,%reccnt%) do ( if /i "!catch_%%c:~0,7!"=="Address" echo(!catch_%%c:*s: =! if /i "!catch_%%c:~0,1!"=="%TAB%" echo(!catch_%%c:%TAB% =! ) endlocal goto :EOF
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Mathematica_.2F_Wolfram_Language
Mathematica / Wolfram Language
FoldOutLine[{a_,b_}]:={{a,#},{b,#}}&[a+0.5(b-a)+{{0.,0.5},{-0.5,0.}}.(b-a)] NextStep[in_]:=Flatten[FoldOutLine/@in,1] lines={{{0.,0.},{1.,0.}}}; Graphics[Line/@Nest[NextStep,lines,11]]
http://rosettacode.org/wiki/Display_a_linear_combination
Display a linear combination
Task Display a finite linear combination in an infinite vector basis ( e 1 , e 2 , … ) {\displaystyle (e_{1},e_{2},\ldots )} . Write a function that, when given a finite list of scalars ( α 1 , α 2 , … ) {\displaystyle (\alpha ^{1},\alpha ^{2},\ldots )} , creates a string representing the linear combination ∑ i α i e i {\displaystyle \sum _{i}\alpha ^{i}e_{i}} in an explicit format often used in mathematics, that is: α i 1 e i 1 ± | α i 2 | e i 2 ± | α i 3 | e i 3 ± … {\displaystyle \alpha ^{i_{1}}e_{i_{1}}\pm |\alpha ^{i_{2}}|e_{i_{2}}\pm |\alpha ^{i_{3}}|e_{i_{3}}\pm \ldots } where α i k ≠ 0 {\displaystyle \alpha ^{i_{k}}\neq 0} The output must comply to the following rules:   don't show null terms, unless the whole combination is null. e(1)     is fine,     e(1) + 0*e(3)     or     e(1) + 0     is wrong.   don't show scalars when they are equal to one or minus one. e(3)     is fine,     1*e(3)     is wrong.   don't prefix by a minus sign if it follows a preceding term.   Instead you use subtraction. e(4) - e(5)     is fine,     e(4) + -e(5)     is wrong. Show here output for the following lists of scalars: 1) 1, 2, 3 2) 0, 1, 2, 3 3) 1, 0, 3, 4 4) 1, 2, 0 5) 0, 0, 0 6) 0 7) 1, 1, 1 8) -1, -1, -1 9) -1, -2, 0, -3 10) -1
#C.23
C#
using System; using System.Collections.Generic; using System.Text;   namespace DisplayLinearCombination { class Program { static string LinearCombo(List<int> c) { StringBuilder sb = new StringBuilder(); for (int i = 0; i < c.Count; i++) { int n = c[i]; if (n < 0) { if (sb.Length == 0) { sb.Append('-'); } else { sb.Append(" - "); } } else if (n > 0) { if (sb.Length != 0) { sb.Append(" + "); } } else { continue; }   int av = Math.Abs(n); if (av != 1) { sb.AppendFormat("{0}*", av); } sb.AppendFormat("e({0})", i + 1); } if (sb.Length == 0) { sb.Append('0'); } return sb.ToString(); }   static void Main(string[] args) { List<List<int>> combos = new List<List<int>>{ new List<int> { 1, 2, 3}, new List<int> { 0, 1, 2, 3}, new List<int> { 1, 0, 3, 4}, new List<int> { 1, 2, 0}, new List<int> { 0, 0, 0}, new List<int> { 0}, new List<int> { 1, 1, 1}, new List<int> { -1, -1, -1}, new List<int> { -1, -2, 0, -3}, new List<int> { -1}, };   foreach (List<int> c in combos) { var arr = "[" + string.Join(", ", c) + "]"; Console.WriteLine("{0,15} -> {1}", arr, LinearCombo(c)); } } } }
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Clojure
Clojure
(def #^{:doc "Metadata can contain documentation and can be added to vars like this."} test1)   (defn test2 "defn and some other macros allow you add documentation like this. Works the same way" [])
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#COBOL
COBOL
  *>****L* cobweb/cobweb-gtk [0.2] *> Author: *> Author details *> Colophon: *> Part of the GnuCobol free software project *> Copyright (C) 2014 person *> Date 20130308 *> Modified 20141003 *> License GNU General Public License, GPL, 3.0 or greater *> Documentation licensed GNU FDL, version 2.1 or greater *> HTML Documentation thanks to ROBODoc --cobol *> Purpose: *> GnuCobol functional bindings to GTK+ *> Main module includes paperwork output and self test *> Synopsis: *> |dotfile cobweb-gtk.dot *> |html <br /> *> Functions include *> |exec cobcrun cobweb-gtk >cobweb-gtk.repository *> |html <pre> *> |copy cobweb-gtk.repository *> |html </pre> *> |exec rm cobweb-gtk.repository *> Tectonics: *> cobc -v -b -g -debug cobweb-gtk.cob voidcall_gtk.c *> `pkg-config --libs gtk+-3.0` -lvte2_90 -lyelp *> robodoc --cobol --src ./ --doc cobwebgtk --multidoc --rc robocob.rc --css cobodoc.css *> cobc -E -Ddocpass cobweb-gtk.cob *> make singlehtml # once Sphinx set up to read cobweb-gtk.i *> Example: *> COPY cobweb-gtk-preamble. *> procedure division. *> move TOP-LEVEL to window-type *> move 640 to width-hint *> move 480 to height-hint *> move new-window("window title", window-type, *> width-hint, height-hint) *> to gtk-window-data *> move gtk-go(gtk-window) to extraneous *> goback. *> Notes: *> The interface signatures changed between 0.1 and 0.2 *> Screenshot: *> image:cobweb-gtk1.png *> Source: REPLACE ==FIELDSIZE== BY ==80== ==AREASIZE== BY ==32768== ==FILESIZE== BY ==65536==.   id identification division. program-id. cobweb-gtk.   ...   done goback. end program cobweb-gtk. *>****  
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#C.23
C#
  using System; using System.Linq; using System.Collections.Generic;   public class MainClass { static double Square(double x) => x * x;   static double AverageSquareDiff(double a, IEnumerable<double> predictions) => predictions.Select(x => Square(x - a)).Average();   static void DiversityTheorem(double truth, IEnumerable<double> predictions) { var average = predictions.Average(); Console.WriteLine($@"average-error: {AverageSquareDiff(truth, predictions)} crowd-error: {Square(truth - average)} diversity: {AverageSquareDiff(average, predictions)}"); }   public static void Main() { DiversityTheorem(49, new []{48d,47,51}); DiversityTheorem(49, new []{48d,47,51,42}); } }
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#C.2B.2B
C++
  #include <iostream> #include <vector> #include <numeric>   float sum(const std::vector<float> &array) { return std::accumulate(array.begin(), array.end(), 0.0); }   float square(float x) { return x * x; }   float mean(const std::vector<float> &array) { return sum(array) / array.size(); }   float averageSquareDiff(float a, const std::vector<float> &predictions) { std::vector<float> results; for (float x : predictions) results.push_back(square(x - a)); return mean(results); }   void diversityTheorem(float truth, const std::vector<float> &predictions) { float average = mean(predictions); std::cout << "average-error: " << averageSquareDiff(truth, predictions) << "\n" << "crowd-error: " << square(truth - average) << "\n" << "diversity: " << averageSquareDiff(average, predictions) << std::endl; }   int main() { diversityTheorem(49, {48,47,51}); diversityTheorem(49, {48,47,51,42}); return 0; }  
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#REXX
REXX
/*REXX program expresses a lighted sphere with simple characters used for shading. */ call drawSphere 19, 4, 2/10, '30 30 -50' /*draw a sphere with a radius of 19. */ call drawSphere 10, 2, 4/10, '30 30 -50' /* " " " " " " " ten. */ exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ ceil: procedure; parse arg x; _= trunc(x); return _ +(x>0) * (x\=_) floor: procedure; parse arg x; _= trunc(x); return _ -(x<0) * (x\=_) norm: parse arg $a $b $c; _= sqrt($a**2 + $b**2 + $c**2); return $a/_ $b/_ $c/_ /*──────────────────────────────────────────────────────────────────────────────────────*/ drawSphere: procedure; parse arg r, k, ambient, lightSource /*obtain the four arguments*/ if 8=='f8'x then shading= ".:!*oe&#%@" /* EBCDIC dithering chars. */ else shading= "·:!°oe@░▒▓" /* ASCII " " */ parse value norm(lightSource) with s1 s2 s3 /*normalize light source. */ shadeLen= length(shading) - 1; rr= r**2; r2= r+r /*handy─dandy variables. */   do i=floor(-r ) to ceil(r ); x= i + .5; xx= x**2; $= do j=floor(-r2) to ceil(r2); y= j * .5 + .5; yy= y**2; z= xx+yy if z<=rr then do /*is point within sphere ? */ parse value norm(x y sqrt(rr - xx - yy) ) with v1 v2 v3 dot= min(0, s1*v1 + s2*v2 + s3*v3) /*the dot product of above.*/ b= -dot**k + ambient /*calculate the brightness.*/ if b<=0 then brite= shadeLen else brite= max(0, (1-b) * shadeLen)  % 1 $= $ || substr(shading, brite + 1, 1) end /* [↑] build display line.*/ else $= $' ' /*append a blank to line. */ end /*j*/ /*[↓] strip trailing blanks*/ say strip($, 'T') /*show a line of the sphere*/ end /*i*/ /* [↑] display the sphere.*/ return /*──────────────────────────────────────────────────────────────────────────────────────*/ sqrt: procedure; parse arg x; if x=0 then return 0; d= digits(); numeric digits; h= d+6 numeric form; m.=9; parse value format(x,2,1,,0) 'E0' with g "E" _ .; g= g*.5'e'_%2 do j=0 while h>9; m.j=h; h=h%2+1; end /*j*/ do k=j+5 to 0 by -1; numeric digits m.k; g=(g+x/g)*.5; end /*k*/; return g
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Run_BASIC
Run BASIC
' -------------------------------------------- ' clock. I got nothing but time ' --------------------------------------------- n = 12 ' num of points r = 95 ' radius pi = 22/7 alpha = pi * 2 / n dim points(n) graphic #g2, 200, 200 ' -------------------------------------- ' Draw the clock ' -------------------------------------- #g2 size(2) 'pen size #g2 down() #g2 font("arial", 20, "bold") #g2 place(85,30) #g2 "\12" #g2 place(170,105) #g2 "\3" #g2 place(10,105) #g2 "\9" #g2 place(90,185) #g2 "\6" for i = 0 to n - 1 theta = alpha * i px = cos( theta ) * r py = sin( theta ) * r px = px + 100 py = py + 100 #g2 place(px,py) #g2 circle(2) next i   [shoTime] ' ------------------------- ' clear previous sec,min,hr ' ------------------------- r = 63 p = se #g2 color("white") gosub [h2Dot] r = 50 p = mi #g2 color("white") gosub [h2Dot] r = 30 ' radius p = hr * 5 #g2 color("white") gosub [h2Dot]   ' ------------------------- ' Show new time ' ------------------------- a$ = time$() hr = val(word$(a$,1,":")) mi = val(word$(a$,2,":")) se = val(word$(a$,3,":"))   ' put time on the clock - gimme a hand #g2 size(4) ' second hand n = 60 r = 63 p = se #g2 color("blue") gosub [h2Dot]   ' minute hand r = 50 p = mi #g2 color("green") gosub [h2Dot]   ' hour hand r = 30 ' radius p = hr * 5 #g2 color("red") gosub [h2Dot]   render #g2 end   ' a one liner [h2Dot] alpha = pi * 2 / n i = p - 15 theta = alpha * i px = cos( theta ) * r py = sin( theta ) * r px = px + 100 py = py + 100 #g2 place(px,py) #g2 circle(2) #g2 line(100,100,px,py) RETURN
http://rosettacode.org/wiki/Distributed_programming
Distributed programming
Write two programs (or one program with two modes) which run on networked computers, and send some messages between them. The protocol used may be language-specific or not, and should be suitable for general distributed programming; that is, the protocol should be generic (not designed just for the particular example application), readily capable of handling the independent communications of many different components of a single application, and the transferring of arbitrary data structures natural for the language. This task is intended to demonstrate high-level communication facilities beyond just creating sockets.
#C.23
C#
  using System; using System.IO; using System.Net; using System.Net.Sockets; using System.Runtime.Serialization.Formatters.Binary; using System.Threading.Tasks;   using static System.Console;   class DistributedProgramming { const int Port = 555;   async static Task RunClient() { WriteLine("Connecting"); var client = new TcpClient(); await client.ConnectAsync("localhost", Port);   using (var stream = client.GetStream()) { WriteLine("Sending loot"); var data = Serialize(new SampleData()); await stream.WriteAsync(data, 0, data.Length);   WriteLine("Receiving thanks"); var buffer = new byte[80000]; var bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length); var thanks = (string)Deserialize(buffer, bytesRead); WriteLine(thanks); }   client.Close(); }   async static Task RunServer() { WriteLine("Listening"); var listener = new TcpListener(IPAddress.Any, Port); listener.Start(); var client = await listener.AcceptTcpClientAsync();   using (var stream = client.GetStream()) { WriteLine("Receiving loot"); var buffer = new byte[80000]; var bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length); var data = (SampleData)Deserialize(buffer, bytesRead); WriteLine($"{data.Loot} at {data.Latitude}, {data.Longitude}");   WriteLine("Sending thanks"); var thanks = Serialize("Thanks!"); await stream.WriteAsync(thanks, 0, thanks.Length); }   client.Close(); listener.Stop(); Write("Press a key"); ReadKey(); }   static byte[] Serialize(object data) { using (var mem = new MemoryStream()) { new BinaryFormatter().Serialize(mem, data); return mem.ToArray(); } }   static object Deserialize(byte[] data, int length) { using (var mem = new MemoryStream(data, 0, length)) { return new BinaryFormatter().Deserialize(mem); } }   static void Main(string[] args) { if (args.Length == 0) return;   switch (args[0]) { case "client": RunClient().Wait(); break; case "server": RunServer().Wait(); break; } } }   [Serializable] class SampleData { public decimal Latitude = 44.33190m; public decimal Longitude = 114.84129m; public string Loot = "140 tonnes of jade"; }  
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#BBC_BASIC
BBC BASIC
name$ = "www.kame.net"   AF_INET = 2 AF_INET6 = 23 WSASYS_STATUS_LEN = 128 WSADESCRIPTION_LEN = 256   SYS "LoadLibrary", "WS2_32.DLL" TO ws2% SYS "GetProcAddress", ws2%, "WSAStartup" TO `WSAStartup` SYS "GetProcAddress", ws2%, "WSACleanup" TO `WSACleanup` SYS "GetProcAddress", ws2%, "getaddrinfo" TO `getaddrinfo`   DIM WSAdata{wVersion{l&,h&}, wHighVersion{l&,h&}, \ \ szDescription&(WSADESCRIPTION_LEN), szSystemStatus&(WSASYS_STATUS_LEN), \ \ iMaxSockets{l&,h&}, iMaxUdpDg{l&,h&}, lpVendorInfo%}   DIM addrinfo{ai_flags%, ai_family%, ai_socktype%, ai_protocol%, \ \ ai_addrlen%, lp_ai_canonname%, lp_ai_addr%, lp_ai_next%} DIM ipv4info{} = addrinfo{}, ipv6info{} = addrinfo{}   DIM sockaddr_in{sin_family{l&,h&}, sin_port{l&,h&}, sin_addr&(3), sin_zero&(7)} DIM sockaddr_in6{sin6_family{l&,h&}, sin6_port{l&,h&}, sin6_flowinfo%, \ \ sin6_addr&(15), sin6_scope_id%}   SYS `WSAStartup`, &202, WSAdata{} TO res% IF res% ERROR 102, "WSAStartup failed"   addrinfo.ai_family% = AF_INET SYS `getaddrinfo`, name$, 0, addrinfo{}, ^ipv4info{}+4 TO res% IF res% ERROR 103, "getaddrinfo failed"    !(^sockaddr_in{}+4) = ipv4info.lp_ai_addr% PRINT "IPv4 address = " ; PRINT ;sockaddr_in.sin_addr&(0) "." sockaddr_in.sin_addr&(1) "." ; PRINT ;sockaddr_in.sin_addr&(2) "." sockaddr_in.sin_addr&(3)   addrinfo.ai_family% = AF_INET6 SYS `getaddrinfo`, name$, 0, addrinfo{}, ^ipv6info{}+4 TO res% IF res% ERROR 104, "getaddrinfo failed"    !(^sockaddr_in6{}+4) = ipv6info.lp_ai_addr% PRINT "IPv6 address = " ; PRINT ;~sockaddr_in6.sin6_addr&(0) * 256 + sockaddr_in6.sin6_addr&(1) ":" ; PRINT ;~sockaddr_in6.sin6_addr&(2) * 256 + sockaddr_in6.sin6_addr&(3) ":" ; PRINT ;~sockaddr_in6.sin6_addr&(4) * 256 + sockaddr_in6.sin6_addr&(5) ":" ; PRINT ;~sockaddr_in6.sin6_addr&(6) * 256 + sockaddr_in6.sin6_addr&(7) ":" ; PRINT ;~sockaddr_in6.sin6_addr&(8) * 256 + sockaddr_in6.sin6_addr&(9) ":" ; PRINT ;~sockaddr_in6.sin6_addr&(10) * 256 + sockaddr_in6.sin6_addr&(11) ":" ; PRINT ;~sockaddr_in6.sin6_addr&(12) * 256 + sockaddr_in6.sin6_addr&(13) ":" ; PRINT ;~sockaddr_in6.sin6_addr&(14) * 256 + sockaddr_in6.sin6_addr&(15)   SYS `WSACleanup`  
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#C
C
#include <sys/types.h> #include <sys/socket.h> #include <netdb.h> /* getaddrinfo, getnameinfo */ #include <stdio.h> /* fprintf, printf */ #include <stdlib.h> /* exit */ #include <string.h> /* memset */   int main() { struct addrinfo hints, *res, *res0; int error; char host[NI_MAXHOST];   /* * Request only one socket type from getaddrinfo(). Else we * would get both SOCK_DGRAM and SOCK_STREAM, and print two * copies of each numeric address. */ memset(&hints, 0, sizeof hints); hints.ai_family = PF_UNSPEC; /* IPv4, IPv6, or anything */ hints.ai_socktype = SOCK_DGRAM; /* Dummy socket type */   /* * Use getaddrinfo() to resolve "www.kame.net" and allocate * a linked list of addresses. */ error = getaddrinfo("www.kame.net", NULL, &hints, &res0); if (error) { fprintf(stderr, "%s\n", gai_strerror(error)); exit(1); }   /* Iterate the linked list. */ for (res = res0; res; res = res->ai_next) { /* * Use getnameinfo() to convert res->ai_addr to a * printable string. * * NI_NUMERICHOST means to present the numeric address * without doing reverse DNS to get a domain name. */ error = getnameinfo(res->ai_addr, res->ai_addrlen, host, sizeof host, NULL, 0, NI_NUMERICHOST);   if (error) { fprintf(stderr, "%s\n", gai_strerror(error)); } else { /* Print the numeric address. */ printf("%s\n", host); } }   /* Free the linked list. */ freeaddrinfo(res0);   return 0; }
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Metafont
Metafont
mode_setup; dragoniter := 8; beginchar("D", 25pt#, 25pt#, 0pt#); pickup pencircle scaled .5pt; x1 = 0; x2 = w; y1 = y2 = .5h; mstep := .5; sg := -1; for i = 1 upto dragoniter: for v = 1 step mstep until (2-mstep): if unknown z[v+mstep]: pair t; t := .7071[ z[v], z[v+2mstep] ]; z[v+mstep] = t rotatedaround(z[v], 45sg); sg := -1*sg; fi endfor mstep := mstep/2; endfor draw for v:=1 step 2mstep until (2-2mstep): z[v] -- endfor z[2]; endchar; end
http://rosettacode.org/wiki/Display_a_linear_combination
Display a linear combination
Task Display a finite linear combination in an infinite vector basis ( e 1 , e 2 , … ) {\displaystyle (e_{1},e_{2},\ldots )} . Write a function that, when given a finite list of scalars ( α 1 , α 2 , … ) {\displaystyle (\alpha ^{1},\alpha ^{2},\ldots )} , creates a string representing the linear combination ∑ i α i e i {\displaystyle \sum _{i}\alpha ^{i}e_{i}} in an explicit format often used in mathematics, that is: α i 1 e i 1 ± | α i 2 | e i 2 ± | α i 3 | e i 3 ± … {\displaystyle \alpha ^{i_{1}}e_{i_{1}}\pm |\alpha ^{i_{2}}|e_{i_{2}}\pm |\alpha ^{i_{3}}|e_{i_{3}}\pm \ldots } where α i k ≠ 0 {\displaystyle \alpha ^{i_{k}}\neq 0} The output must comply to the following rules:   don't show null terms, unless the whole combination is null. e(1)     is fine,     e(1) + 0*e(3)     or     e(1) + 0     is wrong.   don't show scalars when they are equal to one or minus one. e(3)     is fine,     1*e(3)     is wrong.   don't prefix by a minus sign if it follows a preceding term.   Instead you use subtraction. e(4) - e(5)     is fine,     e(4) + -e(5)     is wrong. Show here output for the following lists of scalars: 1) 1, 2, 3 2) 0, 1, 2, 3 3) 1, 0, 3, 4 4) 1, 2, 0 5) 0, 0, 0 6) 0 7) 1, 1, 1 8) -1, -1, -1 9) -1, -2, 0, -3 10) -1
#C.2B.2B
C++
#include <iomanip> #include <iostream> #include <sstream> #include <vector>   template<typename T> std::ostream& operator<<(std::ostream& os, const std::vector<T>& v) { auto it = v.cbegin(); auto end = v.cend();   os << '['; if (it != end) { os << *it; it = std::next(it); } while (it != end) { os << ", " << *it; it = std::next(it); } return os << ']'; }   std::ostream& operator<<(std::ostream& os, const std::string& s) { return os << s.c_str(); }   std::string linearCombo(const std::vector<int>& c) { std::stringstream ss; for (size_t i = 0; i < c.size(); i++) { int n = c[i]; if (n < 0) { if (ss.tellp() == 0) { ss << '-'; } else { ss << " - "; } } else if (n > 0) { if (ss.tellp() != 0) { ss << " + "; } } else { continue; }   int av = abs(n); if (av != 1) { ss << av << '*'; } ss << "e(" << i + 1 << ')'; } if (ss.tellp() == 0) { return "0"; } return ss.str(); }   int main() { using namespace std;   vector<vector<int>> combos{ {1, 2, 3}, {0, 1, 2, 3}, {1, 0, 3, 4}, {1, 2, 0}, {0, 0, 0}, {0}, {1, 1, 1}, {-1, -1, -1}, {-1, -2, 0, -3}, {-1}, };   for (auto& c : combos) { stringstream ss; ss << c; cout << setw(15) << ss.str() << " -> "; cout << linearCombo(c) << '\n'; }   return 0; }
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Common_Lisp
Common Lisp
CL-USER 83 > (defun add (a b) "add two numbers a and b" (+ a b)) ADD
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Crystal
Crystal
# Any block of comments *directly* before (no blank lines) a module, class, or method is used as a doc comment # This one is for a module module Documentation   # This comment documents a class, *and* it uses markdown class Foo   # This comment doesn't do anything, because it isn't directly above a module, class, or method   # Finally, this comment documents a method def initialize end end end
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#D
D
/** This is a documentation comment for someFunc and someFunc2. $(DDOC_COMMENT comment inside a documentation comment (results in a HTML comment not displayed by the browser))   Header: content (does not need to be tabbed out; this is done for clarity of the comments and has no effect on the resulting documentation)   Params: arg1 = Something (listed as "int <i>arg1</i> Something") arg2 = Something else   Returns: Nothing   TODO: Nothing at all   BUG: None found */ void someFunc(int arg1, int arg2) {}   // This groups this function with the above (both have the // same doc and are listed together) /// ditto void someFunc2(int arg1, int arg2) {}   /// Sum function. int sum(in int x, in int y) pure nothrow { return x + y; }   // These unittests will become part of sum documentation: /// unittest { assert(sum(2, 3) == 5); }   /++ Another documentation comment +/ void main() {}
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#Clojure
Clojure
  (defn diversity-theorem [truth predictions] (let [square (fn[x] (* x x)) mean (/ (reduce + predictions) (count predictions)) avg-sq-diff (fn[a] (/ (reduce + (for [x predictions] (square (- x a)))) (count predictions)))] {:average-error (avg-sq-diff truth)  :crowd-error (square (- truth mean))  :diversity (avg-sq-diff mean)}))   (println (diversity-theorem 49 '(48 47 51))) (println (diversity-theorem 49 '(48 47 51 42)))  
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#D
D
import std.algorithm; import std.stdio;   auto square = (real x) => x * x;   auto meanSquareDiff(R)(real a, R predictions) { return predictions.map!(x => square(x - a)).mean; }   void diversityTheorem(R)(real truth, R predictions) { auto average = predictions.mean; writeln("average-error: ", meanSquareDiff(truth, predictions)); writeln("crowd-error: ", square(truth - average)); writeln("diversity: ", meanSquareDiff(average, predictions)); writeln; }   void main() { diversityTheorem(49.0, [48.0, 47.0, 51.0]); diversityTheorem(49.0, [48.0, 47.0, 51.0, 42.0]); }
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Ruby
Ruby
Shoes.app :width => 500, :height => 500, :resizable => false do image 400, 470, :top => 30, :left => 50 do nostroke fill "#127" image :top => 230, :left => 0 do oval 70, 130, 260, 40 blur 30 end oval 10, 10, 380, 380 image :top => 0, :left => 0 do fill "#46D" oval 30, 30, 338, 338 blur 10 end fill gradient(rgb(1.0, 1.0, 1.0, 0.7), rgb(1.0, 1.0, 1.0, 0.0)) oval 80, 14, 240, 176 image :top => 0, :left => 0 do fill "#79F" oval 134, 134, 130, 130 blur 40 end image :top => 150, :left => 40, :width => 320, :height => 260 do fill gradient(rgb(0.7, 0.9, 1.0, 0.0), rgb(0.7, 0.9, 1.0, 0.6)) oval 60, 60, 200, 136 blur 20 end end end
http://rosettacode.org/wiki/Display_an_outline_as_a_nested_table
Display an outline as a nested table
Display an outline as a nested table. Parse the outline to a tree, count the leaves descending from each node, and write out a table with 'colspan' values measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. defining the width of a leaf as 1, and the width of a parent node as a sum. either as a wiki table, or as HTML. (The sum of the widths of its children) The graphic representation of outlines is a staple of mind-mapping and the planning of papers, reports, and speeches. Task Given a outline with at least 3 levels of indentation, for example: Display an outline as a nested table. Parse the outline to a tree, measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. count the leaves descending from each node, defining the width of a leaf as 1, and the width of a parent node as a sum. (The sum of the widths of its children) and write out a table with 'colspan' values either as a wiki table, or as HTML. write a program in your language which translates your outline into a nested table, with WikiTable or HTML colspan values attached (where needed) to parent nodes in the nested table. The WikiTable at the top of this page was generated from the indented outline shown above, producing the following markup string: {| class="wikitable" style="text-align: center;" |- | style="background: #ffffe6; " colspan=7 | Display an outline as a nested table. |- | style="background: #ffebd2; " colspan=3 | Parse the outline to a tree, | style="background: #f0fff0; " colspan=2 | count the leaves descending from each node, | style="background: #e6ffff; " colspan=2 | and write out a table with 'colspan' values |- | style="background: #ffebd2; " | measuring the indent of each line, | style="background: #ffebd2; " | translating the indentation to a nested structure, | style="background: #ffebd2; " | and padding the tree to even depth. | style="background: #f0fff0; " | defining the width of a leaf as 1, | style="background: #f0fff0; " | and the width of a parent node as a sum. | style="background: #e6ffff; " | either as a wiki table, | style="background: #e6ffff; " | or as HTML. |- | | | | | | | | | style="background: #f0fff0; " | (The sum of the widths of its children) | | | | |} Extra credit Use background color to distinguish the main stages of your outline, so that the subtree of each node at level two is consistently colored, and the edges between adjacent subtrees are immediately revealed. Output Display your nested table on this page.
#AutoHotkey
AutoHotkey
outline2table(db, Delim:= "`t"){ oNum:=[], oMID:=[], oNod := [], oKid := [], oPnt := [], oMbr := [], oLvl := [] oCrl := ["#ffffe6;", "#ffebd2;", "#f0fff0;", "#e6ffff;", "#ffeeff;"] col := 0, out := "", anc := ""   ; create numerical index for each line for i, line in StrSplit(db, "`n", "`r") { RegExMatch(line, "^(\t*)(.*)$", m) out .= m1 . i "`n" oNum[i] := m2 } db := Trim(out, "`n")   ; create list of members, parents, kids and their ancestors for i, mbr in StrSplit(db, "`n", "`r") { lvl := 1 While (SubStr(mbr, 1, 1) = Delim) lvl++, mbr := SubStr(mbr, 2)   if (pLvl >= lvl) && pMbr col++ , oMbr[pLvl, pMbr] .= "col:" col ",anc:" anc , oKid[pLvl, pMbr] .= "col:" col ",anc:" anc   if (pLvl > lvl) && pMbr loop % pLvl - lvl anc := RegExReplace(anc, "\d+_?$")   if (pLvl < lvl) && pMbr anc .= pMbr "_" , oMbr[pLvl, pMbr] .= "col:" col+1 ",anc:" anc , oPnt[pLvl, pMbr] .= "col:" col+1 ",anc:" anc   pLvl := lvl pMbr := mbr ;~ oMID[lvl] := TV_Add(mbr, oMID[lvl-1], "Expand") } ; last one on the list col++ oMbr[pLvl, pMbr] .= "col:" col ",anc:" anc oKid[pLvl, pMbr] .= "col:" col ",anc:" anc   ; setup node color clr := 1 for lvl, obj in oMbr for node, str in obj if (lvl <= 2) oNod[node, "clr"] := clr++ else oNod[node, "clr"] := oNod[StrSplit(str, "_").2, "clr"]   ; setup node level/column/width for lvl, obj in oKid for node, str in obj { x := StrSplit(str, ",") col := StrReplace(x.1, "col:") anc := Trim(StrReplace(x.2, "anc:"), "_") for j, a in StrSplit(anc, "_") oNod[a, "wid"] := (oNod[a, "wid"]?oNod[a, "wid"]:0) + 1   oNod[node, "lvl"] := lvl oNod[node, "col"] := col oNod[node, "wid"] := 1 }   for lvl, obj in oPnt for node, str in obj { x := StrSplit(str, ",") col := StrReplace(x.1, "col:") anc := Trim(StrReplace(x.2, "anc:"), "_") oNod[node, "lvl"] := lvl oNod[node, "col"] := col }   ; setup members by level for node, obj in oNod oLvl[obj["lvl"], node] := 1   maxW := 0 for node in oLvl[1] maxW += oNod[node, "wid"]   ; setup HTML html := "<table class=""wikitable"" style=""text-align: center;"">`n" for lvl, obj in oLvl { pCol := 1 html .= "<tr>`n" for node, bool in obj { while (oNod[node, "col"] <> pCol) pCol++, html .= "`t<td style=""background: #F9F9F9;""></td>`n" pCol += oNod[node, "wid"] if !cNum := Mod(oNod[node, "clr"], 5) cNum := 5 html .= "`t<td style=""background: " oCrl[cNum] """ colspan=""" oNod[node, "wid"] """>" oNum[node] "</td>`n" } while (pCOl <= maxW) pCol++, html .= "`t<td style=""background: #F9F9F9;""></td>`n" html .= "</tr>`n" } html .= "</table>"   ; setup wikitable wTable := "{| class=""wikitable"" style=""text-align: center;""`n" for lvl, obj in oLvl { pCol := 1 wTable .= "|-`n" for node, bool in obj { while (oNod[node, "col"] <> pCol) pCol++, wTable .= "| | `n" pCol += oNod[node, "wid"] if !cNum := Mod(oNod[node, "clr"], 5) cNum := 5 wTable .= "| style=""background: " oCrl[cNum] """ colspan=""" oNod[node, "wid"] " |" oNum[node] "`n" } while (pCOl <= maxW) pCol++, wTable .= "| | `n"   } wTable .= "|}`n" return [html, wTable] }  
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Rust
Rust
// cargo-deps: time="0.1" extern crate time;   use std::thread; use std::time::Duration;   const TOP: &str = " ⡎⢉⢵ ⠀⢺⠀ ⠊⠉⡱ ⠊⣉⡱ ⢀⠔⡇ ⣏⣉⡉ ⣎⣉⡁ ⠊⢉⠝ ⢎⣉⡱ ⡎⠉⢱ ⠀⠶⠀"; const BOT: &str = " ⢗⣁⡸ ⢀⣸⣀ ⣔⣉⣀ ⢄⣀⡸ ⠉⠉⡏ ⢄⣀⡸ ⢇⣀⡸ ⢰⠁⠀ ⢇⣀⡸ ⢈⣉⡹ ⠀⠶⠀";   fn main() { let top: Vec<&str> = TOP.split_whitespace().collect(); let bot: Vec<&str> = BOT.split_whitespace().collect();   loop { let tm = &time::now().rfc822().to_string()[17..25]; let top_str: String = tm.chars().map(|x| top[x as usize - '0' as usize]).collect(); let bot_str: String = tm.chars().map(|x| bot[x as usize - '0' as usize]).collect();   clear_screen(); println!("{}", top_str); println!("{}", bot_str);   thread::sleep(Duration::from_secs(1)); } }   fn clear_screen() { println!("{}[H{}[J", 27 as char, 27 as char); }
http://rosettacode.org/wiki/Distributed_programming
Distributed programming
Write two programs (or one program with two modes) which run on networked computers, and send some messages between them. The protocol used may be language-specific or not, and should be suitable for general distributed programming; that is, the protocol should be generic (not designed just for the particular example application), readily capable of handling the independent communications of many different components of a single application, and the transferring of arbitrary data structures natural for the language. This task is intended to demonstrate high-level communication facilities beyond just creating sockets.
#D
D
import arsd.rpc;   struct S1 { int number; string name; }   struct S2 { string name; int number; }   interface ExampleNetworkFunctions { string sayHello(string name); int add(in int a, in int b) const pure nothrow; S2 structTest(S1); void die(); }   // The server must implement the interface. class ExampleServer : ExampleNetworkFunctions { override string sayHello(string name) { return "Hello, " ~ name; }   override int add(in int a, in int b) const pure nothrow { return a + b; }   override S2 structTest(S1 a) { return S2(a.name, a.number); }   override void die() { throw new Exception("death requested"); }   mixin NetworkServer!ExampleNetworkFunctions; }   class Client { mixin NetworkClient!ExampleNetworkFunctions; }   void main(in string[] args) { import std.stdio;   if (args.length > 1) { auto client = new Client("localhost", 5005); // These work like the interface above, but instead of // returning the value, they take callbacks for success (where // the arg is the retval) and failure (the arg is the // exception). client.sayHello("whoa", (a) { writeln(a); }, null); client.add(1,2, (a){ writeln(a); }, null); client.add(10,20, (a){ writeln(a); }, null); client.structTest(S1(20, "cool!"), (a){ writeln(a.name, " -- ", a.number); }, null); client.die(delegate(){ writeln("shouldn't happen"); }, delegate(a){ writeln(a); }); client.eventLoop; } else { auto server = new ExampleServer(5005); server.eventLoop; } }
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#C.23
C#
  private string LookupDns(string s) { try { System.Net.IPHostEntry ip = System.Net.Dns.GetHostEntry(s);   string result = ip.AddressList[0].ToString();   for (int i = 1; i < ip.AddressList.Length; ++i) result += ", " + ip.AddressList[i].ToString();   return result; } catch (System.Net.Sockets.SocketException se) { return se.Message; } }  
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#C.2B.2B
C++
  #include <boost/asio.hpp> #include <iostream>   int main() { int rc {EXIT_SUCCESS}; try { boost::asio::io_service io_service; boost::asio::ip::tcp::resolver resolver {io_service}; auto entries = resolver.resolve({"www.kame.net", ""}); boost::asio::ip::tcp::resolver::iterator entries_end; for (; entries != entries_end; ++entries) { std::cout << entries->endpoint().address() << std::endl; } } catch (std::exception& e) { std::cerr << e.what() << std::endl; rc = EXIT_FAILURE; } return rc; }  
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#Nim
Nim
import math import imageman   const ## Separation of the two endpoints. ## Make this a power of 2 for prettier output. Sep = 512 ## Depth of recursion. Adjust as desired for different visual effects. Depth = 18   S = sqrt(2.0) / 2 Sin = [float 0, S, 1, S, 0, -S, -1, -S] Cos = [float 1, S, 0, -S, -1, -S, 0, S]   LineColor = ColorRGBU [byte 64, 192, 96] Width = Sep * 11 div 6 Height = Sep * 4 div 3   Output = "dragon.png"   #---------------------------------------------------------------------------------------------------   func dragon(img: var Image; n, a, t: int; d, x, y: float) = if n <= 1: img.drawLine((x.toInt, y.toInt), ((x + d * Cos[a]).toInt, (y + d * Sin[a]).toInt), LineColor) return let d = d * S let a1 = (a - t) and 7 let a2 = (a + t) and 7 img.dragon(n - 1, a1, 1, d, x, y) img.dragon(n - 1, a2, -1, d, x + d * Cos[a1], y + d * Sin[a1])   #---------------------------------------------------------------------------------------------------   var image = initImage[ColorRGBU](Width, Height) image.fill(ColorRGBU [byte 0, 0, 0]) image.dragon(Depth, 0, 1, Sep, Sep / 2, Sep * 5 / 6)   # Save into a PNG file. image.savePNG(Output, compression = 9)
http://rosettacode.org/wiki/Display_a_linear_combination
Display a linear combination
Task Display a finite linear combination in an infinite vector basis ( e 1 , e 2 , … ) {\displaystyle (e_{1},e_{2},\ldots )} . Write a function that, when given a finite list of scalars ( α 1 , α 2 , … ) {\displaystyle (\alpha ^{1},\alpha ^{2},\ldots )} , creates a string representing the linear combination ∑ i α i e i {\displaystyle \sum _{i}\alpha ^{i}e_{i}} in an explicit format often used in mathematics, that is: α i 1 e i 1 ± | α i 2 | e i 2 ± | α i 3 | e i 3 ± … {\displaystyle \alpha ^{i_{1}}e_{i_{1}}\pm |\alpha ^{i_{2}}|e_{i_{2}}\pm |\alpha ^{i_{3}}|e_{i_{3}}\pm \ldots } where α i k ≠ 0 {\displaystyle \alpha ^{i_{k}}\neq 0} The output must comply to the following rules:   don't show null terms, unless the whole combination is null. e(1)     is fine,     e(1) + 0*e(3)     or     e(1) + 0     is wrong.   don't show scalars when they are equal to one or minus one. e(3)     is fine,     1*e(3)     is wrong.   don't prefix by a minus sign if it follows a preceding term.   Instead you use subtraction. e(4) - e(5)     is fine,     e(4) + -e(5)     is wrong. Show here output for the following lists of scalars: 1) 1, 2, 3 2) 0, 1, 2, 3 3) 1, 0, 3, 4 4) 1, 2, 0 5) 0, 0, 0 6) 0 7) 1, 1, 1 8) -1, -1, -1 9) -1, -2, 0, -3 10) -1
#D
D
import std.array; import std.conv; import std.format; import std.math; import std.stdio;   string linearCombo(int[] c) { auto sb = appender!string; foreach (i, n; c) { if (n==0) continue; string op; if (n < 0) { if (sb.data.empty) { op = "-"; } else { op = " - "; } } else if (n > 0) { if (!sb.data.empty) { op = " + "; } } auto av = abs(n); string coeff; if (av != 1) { coeff = to!string(av) ~ "*"; } sb.formattedWrite("%s%se(%d)", op, coeff, i+1); } if (sb.data.empty) { return "0"; } return sb.data; }   void main() { auto combos = [ [1, 2, 3], [0, 1, 2, 3], [1, 0, 3, 4], [1, 2, 0], [0, 0, 0], [0], [1, 1, 1], [-1, -1, -1], [-1, -2, 0, -3], [-1], ]; foreach (c; combos) { auto arr = c.format!"%s"; writefln("%-15s ->  %s", arr, linearCombo(c)); } }
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Delphi
Delphi
type /// <summary>Sample class.</summary> TMyClass = class public /// <summary>Converts a string into a number.</summary> /// <param name="aValue">String parameter</param> /// <returns>Numeric equivalent of aValue</returns> /// <exception cref="EConvertError">aValue is not a valid integer.</exception> function StringToNumber(aValue: string): Integer; end;
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#E
E
? /** This is an object with documentation */ > def foo { > # ... > } # value: <foo>   ? foo.__getAllegedType().getDocComment() # value: " This is an object with documentation "
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Eiffel
Eiffel
note description: "Objects that model Times of Day: 00:00:00 - 23:59:59" author: "Eiffel Software Construction Students"   class TIME_OF_DAY create make   feature -- Initialization   make -- Initialize to 00:00:00 do hour := 0 minute := 0 second := 0 ensure initialized: hour = 0 and minute = 0 and second = 0 end   feature -- Access   hour: INTEGER -- Hour expressed as 24-hour value   minute: INTEGER -- Minutes past the hour   second: INTEGER -- Seconds past the minute   feature -- Element change   set_hour (h: INTEGER) -- Set the hour from `h' require argument_hour_valid: 0 <= h and h <= 23 do hour := h ensure hour_set: hour = h minute_unchanged: minute = old minute second_unchanged: second = old second end   set_minute (m: INTEGER) -- Set the minute from `m' require argument_minute_valid: 0 <= m and m <= 59 do minute := m ensure minute_set: minute = m hour_unchanged: hour = old hour second_unchanged: second = old second end   set_second (s: INTEGER) -- Set the second from `s' require argument_second_valid: 0 <= s and s <= 59 do second := s ensure second_set: second = s hour_unchanged: hour = old hour minute_unchanged: minute = old minute end   feature {NONE} -- Implementation   protected_routine -- A protected routine (not available to client classes) -- Will not be present in documentation (Contract) view do   end   invariant   hour_valid: 0 <= hour and hour <= 23 minute_valid: 0 <= minute and minute <= 59 second_valid: 0 <= second and second <= 59   end -- class TIME_OF_DAY
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#Factor
Factor
USING: kernel math math.statistics math.vectors prettyprint ;   TUPLE: div avg-err crowd-err diversity ;   : diversity ( x seq -- obj ) [ n-v dup v* mean ] [ mean swap - sq ] [ nip dup mean v-n dup v* mean ] 2tri div boa ;   49 { 48 47 51 } diversity . 49 { 48 47 51 42 } diversity .
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Rust
Rust
// [dependencies] // image = "0.23"   use image::{GrayImage, Luma};   type Vector = [f64; 3];   fn normalize(v: &mut Vector) { let inv_len = 1.0/dot_product(v, v).sqrt(); v[0] *= inv_len; v[1] *= inv_len; v[2] *= inv_len; }   fn dot_product(v1: &Vector, v2: &Vector) -> f64 { v1.iter().zip(v2.iter()).map(|(x, y)| *x * *y).sum() }   fn draw_sphere(radius: u32, k: f64, ambient: f64, dir: &Vector) -> GrayImage { let width = radius * 4; let height = radius * 3; let mut image = GrayImage::new(width, height); let mut vec = [0.0; 3]; let diameter = radius * 2; let r = radius as f64; let xoffset = (width - diameter)/2; let yoffset = (height - diameter)/2; for i in 0..diameter { let x = i as f64 - r; for j in 0..diameter { let y = j as f64 - r; let z = r * r - x * x - y * y; if z >= 0.0 { vec[0] = x; vec[1] = y; vec[2] = z.sqrt(); normalize(&mut vec); let mut s = dot_product(&dir, &vec); if s < 0.0 { s = 0.0; } let mut lum = 255.0 * (s.powf(k) + ambient)/(1.0 + ambient); if lum < 0.0 { lum = 0.0; } else if lum > 255.0 { lum = 255.0; } image.put_pixel(i + xoffset, j + yoffset, Luma([lum as u8])); } } } image }   fn main() { let mut dir = [-30.0, -30.0, 50.0]; normalize(&mut dir); match draw_sphere(200, 1.5, 0.2, &dir).save("sphere.png") { Ok(()) => {} Err(error) => eprintln!("{}", error), } }
http://rosettacode.org/wiki/Display_an_outline_as_a_nested_table
Display an outline as a nested table
Display an outline as a nested table. Parse the outline to a tree, count the leaves descending from each node, and write out a table with 'colspan' values measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. defining the width of a leaf as 1, and the width of a parent node as a sum. either as a wiki table, or as HTML. (The sum of the widths of its children) The graphic representation of outlines is a staple of mind-mapping and the planning of papers, reports, and speeches. Task Given a outline with at least 3 levels of indentation, for example: Display an outline as a nested table. Parse the outline to a tree, measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. count the leaves descending from each node, defining the width of a leaf as 1, and the width of a parent node as a sum. (The sum of the widths of its children) and write out a table with 'colspan' values either as a wiki table, or as HTML. write a program in your language which translates your outline into a nested table, with WikiTable or HTML colspan values attached (where needed) to parent nodes in the nested table. The WikiTable at the top of this page was generated from the indented outline shown above, producing the following markup string: {| class="wikitable" style="text-align: center;" |- | style="background: #ffffe6; " colspan=7 | Display an outline as a nested table. |- | style="background: #ffebd2; " colspan=3 | Parse the outline to a tree, | style="background: #f0fff0; " colspan=2 | count the leaves descending from each node, | style="background: #e6ffff; " colspan=2 | and write out a table with 'colspan' values |- | style="background: #ffebd2; " | measuring the indent of each line, | style="background: #ffebd2; " | translating the indentation to a nested structure, | style="background: #ffebd2; " | and padding the tree to even depth. | style="background: #f0fff0; " | defining the width of a leaf as 1, | style="background: #f0fff0; " | and the width of a parent node as a sum. | style="background: #e6ffff; " | either as a wiki table, | style="background: #e6ffff; " | or as HTML. |- | | | | | | | | | style="background: #f0fff0; " | (The sum of the widths of its children) | | | | |} Extra credit Use background color to distinguish the main stages of your outline, so that the subtree of each node at level two is consistently colored, and the edges between adjacent subtrees are immediately revealed. Output Display your nested table on this page.
#Go
Go
package main   import ( "fmt" "strings" )   type nNode struct { name string children []nNode }   type iNode struct { level int name string }   func toNest(iNodes []iNode, start, level int, n *nNode) { if level == 0 { n.name = iNodes[0].name } for i := start + 1; i < len(iNodes); i++ { if iNodes[i].level == level+1 { c := nNode{iNodes[i].name, nil} toNest(iNodes, i, level+1, &c) n.children = append(n.children, c) } else if iNodes[i].level <= level { return } } }   func makeIndent(outline string, tab int) []iNode { lines := strings.Split(outline, "\n") iNodes := make([]iNode, len(lines)) for i, line := range lines { line2 := strings.TrimLeft(line, " ") le, le2 := len(line), len(line2) level := (le - le2) / tab iNodes[i] = iNode{level, line2} } return iNodes }   func toMarkup(n nNode, cols []string, depth int) string { var span int   var colSpan func(nn nNode) colSpan = func(nn nNode) { for i, c := range nn.children { if i > 0 { span++ } colSpan(c) } }   for _, c := range n.children { span = 1 colSpan(c) } var lines []string lines = append(lines, `{| class="wikitable" style="text-align: center;"`) const l1, l2 = "|-", "| |" lines = append(lines, l1) span = 1 colSpan(n) s := fmt.Sprintf(`| style="background: %s " colSpan=%d | %s`, cols[0], span, n.name) lines = append(lines, s, l1)   var nestedFor func(nn nNode, level, maxLevel, col int) nestedFor = func(nn nNode, level, maxLevel, col int) { if level == 1 && maxLevel > level { for i, c := range nn.children { nestedFor(c, 2, maxLevel, i) } } else if level < maxLevel { for _, c := range nn.children { nestedFor(c, level+1, maxLevel, col) } } else { if len(nn.children) > 0 { for i, c := range nn.children { span = 1 colSpan(c) cn := col + 1 if maxLevel == 1 { cn = i + 1 } s := fmt.Sprintf(`| style="background: %s " colspan=%d | %s`, cols[cn], span, c.name) lines = append(lines, s) } } else { lines = append(lines, l2) } } } for maxLevel := 1; maxLevel < depth; maxLevel++ { nestedFor(n, 1, maxLevel, 0) if maxLevel < depth-1 { lines = append(lines, l1) } } lines = append(lines, "|}") return strings.Join(lines, "\n") }   func main() { const outline = `Display an outline as a nested table. Parse the outline to a tree, measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. count the leaves descending from each node, defining the width of a leaf as 1, and the width of a parent node as a sum. (The sum of the widths of its children) and write out a table with 'colspan' values either as a wiki table, or as HTML.` const ( yellow = "#ffffe6;" orange = "#ffebd2;" green = "#f0fff0;" blue = "#e6ffff;" pink = "#ffeeff;" ) cols := []string{yellow, orange, green, blue, pink} iNodes := makeIndent(outline, 4) var n nNode toNest(iNodes, 0, 0, &n) fmt.Println(toMarkup(n, cols, 4))   fmt.Println("\n") const outline2 = `Display an outline as a nested table. Parse the outline to a tree, measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. count the leaves descending from each node, defining the width of a leaf as 1, and the width of a parent node as a sum. (The sum of the widths of its children) Propagating the sums upward as necessary. and write out a table with 'colspan' values either as a wiki table, or as HTML. Optionally add color to the nodes.` cols2 := []string{blue, yellow, orange, green, pink} var n2 nNode iNodes2 := makeIndent(outline2, 4) toNest(iNodes2, 0, 0, &n2) fmt.Println(toMarkup(n2, cols2, 4)) }
http://rosettacode.org/wiki/Draw_a_clock
Draw a clock
Task Draw a clock. More specific: Draw a time keeping device. It can be a stopwatch, hourglass, sundial, a mouth counting "one thousand and one", anything. Only showing the seconds is required, e.g.: a watch with just a second hand will suffice. However, it must clearly change every second, and the change must cycle every so often (one minute, 30 seconds, etc.) It must be drawn; printing a string of numbers to your terminal doesn't qualify. Both text-based and graphical drawing are OK. The clock is unlikely to be used to control space flights, so it needs not be hyper-accurate, but it should be usable, meaning if one can read the seconds off the clock, it must agree with the system clock. A clock is rarely (never?) a major application: don't be a CPU hog and poll the system timer every microsecond, use a proper timer/signal/event from your system or language instead. For a bad example, many OpenGL programs update the frame-buffer in a busy loop even if no redraw is needed, which is very undesirable for this task. A clock is rarely (never?) a major application: try to keep your code simple and to the point. Don't write something too elaborate or convoluted, instead do whatever is natural, concise and clear in your language. Key points animate simple object timed event polling system resources code clarity
#Scala
Scala
import java.util.{ Timer, TimerTask } import java.time.LocalTime import scala.math._   object Clock extends App { private val (width, height) = (80, 35)   def getGrid(localTime: LocalTime): Array[Array[Char]] = { val (minute, second) = (localTime.getMinute, localTime.getSecond()) val grid = Array.fill[Char](height, width)(' ')   def toGridCoord(x: Double, y: Double): (Int, Int) = (floor((y + 1.0) / 2.0 * height).toInt, floor((x + 1.0) / 2.0 * width).toInt)   def makeText(grid: Array[Array[Char]], r: Double, theta: Double, str: String) { val (row, col) = toGridCoord(r * cos(theta), r * sin(theta)) (0 until str.length).foreach(i => if (row >= 0 && row < height && col + i >= 0 && col + i < width) grid(row)(col + i) = str(i)) }   def makeCircle(grid: Array[Array[Char]], r: Double, c: Char) { var theta = 0.0 while (theta < 2 * Pi) { val (row, col) = toGridCoord(r * cos(theta), r * sin(theta)) if (row >= 0 && row < height && col >= 0 && col < width) grid(row)(col) = c theta = theta + 0.01 } }   def makeHand(grid: Array[Array[Char]], maxR: Double, theta: Double, c: Char) { var r = 0.0 while (r < maxR) { val (row, col) = toGridCoord(r * cos(theta), r * sin(theta)) if (row >= 0 && row < height && col >= 0 && col < width) grid(row)(col) = c r = r + 0.01 } }   makeCircle(grid, 0.98, '@') makeHand(grid, 0.6, (localTime.getHour() + minute / 60.0 + second / 3600.0) * Pi / 6 - Pi / 2, 'O') makeHand(grid, 0.85, (minute + second / 60.0) * Pi / 30 - Pi / 2, '*') makeHand(grid, 0.90, second * Pi / 30 - Pi / 2, '.')   (1 to 12).foreach(n => makeText(grid, 0.87, n * Pi / 6 - Pi / 2, n.toString)) grid } // def getGrid(   private val timerTask = new TimerTask { private def printGrid(grid: Array[Array[Char]]) = grid.foreach(row => println(row.mkString)) def run() = printGrid(getGrid(LocalTime.now())) } (new Timer).schedule(timerTask, 0, 1000) }
http://rosettacode.org/wiki/Distributed_programming
Distributed programming
Write two programs (or one program with two modes) which run on networked computers, and send some messages between them. The protocol used may be language-specific or not, and should be suitable for general distributed programming; that is, the protocol should be generic (not designed just for the particular example application), readily capable of handling the independent communications of many different components of a single application, and the transferring of arbitrary data structures natural for the language. This task is intended to demonstrate high-level communication facilities beyond just creating sockets.
#E
E
def storage := [].diverge()   def logService { to log(line :String) { storage.push([timer.now(), line]) } to search(substring :String) { var matches := [] for [time, line] ? (line.startOf(substring) != -1) in storage { matches with= [time, line] } return matches } }   introducer.onTheAir() def sturdyRef := makeSturdyRef.temp(logService) println(<captp>.sturdyToURI(sturdyRef)) interp.blockAtTop()
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#Cach.C3.A9_ObjectScript
Caché ObjectScript
  Class Utils.Net Extends %RegisteredObject {   ClassMethod QueryDNS(pHost As %String, Output ip As %List) As %Status { // some initialisation K ip S ip=""   // check host operating system and input parameters S OS=$SYSTEM.Version.GetOS() I '$LF($LB("Windows","UNIX"), OS) Q $$$ERROR($$$GeneralError, "Not implemented.") I OS="Windows" S cmd="nslookup "_pHost I OS="UNIX" S cmd="host "_pHost I $MATCH(pHost, "^([a-zA-Z0-9]([a-zA-Z0-9\-]{0,61}[a-zA-Z0-9])?\.)+[a-zA-Z]{2,6}$")=0 { Q $$$ERROR($$$GeneralError, "Invalid host name.") }   // invoke command S list=##class(Utils.OS).Call(cmd, 0)   // iterate through list S ptr=0, skip=1 WHILE $LISTNEXT(list,ptr,value) { I value="" CONTINUE I skip, OS="Windows" S skip=$S(value["Name:": 0, 1: 1) CONTINUE S ipv4=..GetIPAddr("ipv4", value) I $L(ipv4) S $LI(ip, 4)=ipv4 S ipv6=..GetIPAddr("ipv6", value) I $L(ipv6) S $LI(ip, 6)=ipv6 }   // finished I $LD(ip, 4)=0, $LD(ip, 6)=0 Q $$$ERROR($$$GeneralError, "Lookup failed.") QUIT $$$OK }   ClassMethod GetIPAddr(pType As %String = "", pValue As %String = "") As %String { I pType="ipv4" { S pos=$LOCATE(pValue, "((25[0-5]|2[0-4]\d|1\d\d|[1-9]?\d)(\.|$)){4}") I pos Q $P($E(pValue, pos, *), " ") } I pType="ipv6" { S pos=$LOCATE(pValue, "([0-9A-Fa-f]{0,4}:){2,7}([0-9A-Fa-f]{1,4}$|((25[0-5]|2[0-4][0-9]|[01]?[0-9][0-9]?)(\.|$)){4})") I pos Q $P($E(pValue, pos, *), " ") } QUIT "" }   }  
http://rosettacode.org/wiki/DNS_query
DNS query
DNS is an internet service that maps domain names, like rosettacode.org, to IP addresses, like 66.220.0.231. Use DNS to resolve www.kame.net to both IPv4 and IPv6 addresses. Print these addresses.
#Clojure
Clojure
(import java.net.InetAddress java.net.Inet4Address java.net.Inet6Address)   (doseq [addr (InetAddress/getAllByName "www.kame.net")] (cond (instance? Inet4Address addr) (println "IPv4:" (.getHostAddress addr)) (instance? Inet6Address addr) (println "IPv6:" (.getHostAddress addr))))
http://rosettacode.org/wiki/Dragon_curve
Dragon curve
Create and display a dragon curve fractal. (You may either display the curve directly or write it to an image file.) Algorithms Here are some brief notes the algorithms used and how they might suit various languages. Recursively a right curling dragon is a right dragon followed by a left dragon, at 90-degree angle. And a left dragon is a left followed by a right. *---R----* expands to * * \ / R L \ / * * / \ L R / \ *---L---* expands to * * The co-routines dcl and dcr in various examples do this recursively to a desired expansion level. The curl direction right or left can be a parameter instead of two separate routines. Recursively, a curl direction can be eliminated by noting the dragon consists of two copies of itself drawn towards a central point at 45-degrees. *------->* becomes * * Recursive copies drawn \ / from the ends towards \ / the centre. v v * This can be seen in the SVG example. This is best suited to off-line drawing since the reversal in the second half means the drawing jumps backward and forward (in binary reflected Gray code order) which is not very good for a plotter or for drawing progressively on screen. Successive approximation repeatedly re-writes each straight line as two new segments at a right angle, * *-----* becomes / \ bend to left / \ if N odd * * * * *-----* becomes \ / bend to right \ / if N even * Numbering from the start of the curve built so far, if the segment is at an odd position then the bend introduced is on the right side. If the segment is an even position then on the left. The process is then repeated on the new doubled list of segments. This constructs a full set of line segments before any drawing. The effect of the splitting is a kind of bottom-up version of the recursions. See the Asymptote example for code doing this. Iteratively the curve always turns 90-degrees left or right at each point. The direction of the turn is given by the bit above the lowest 1-bit of n. Some bit-twiddling can extract that efficiently. n = 1010110000 ^ bit above lowest 1-bit, turn left or right as 0 or 1 LowMask = n BITXOR (n-1) # eg. giving 0000011111 AboveMask = LowMask + 1 # eg. giving 0000100000 BitAboveLowestOne = n BITAND AboveMask The first turn is at n=1, so reckon the curve starting at the origin as n=0 then a straight line segment to position n=1 and turn there. If you prefer to reckon the first turn as n=0 then take the bit above the lowest 0-bit instead. This works because "...10000" minus 1 is "...01111" so the lowest 0 in n-1 is where the lowest 1 in n is. Going by turns suits turtle graphics such as Logo or a plotter drawing with a pen and current direction. If a language doesn't maintain a "current direction" for drawing then you can always keep that separately and apply turns by bit-above-lowest-1. Absolute direction to move at point n can be calculated by the number of bit-transitions in n. n = 11 00 1111 0 1 ^ ^ ^ ^ 4 places where change bit value so direction=4*90degrees=East This can be calculated by counting the number of 1 bits in "n XOR (n RIGHTSHIFT 1)" since such a shift and xor leaves a single 1 bit at each position where two adjacent bits differ. Absolute X,Y coordinates of a point n can be calculated in complex numbers by some powers (i+1)^k and add/subtract/rotate. This is done in the gnuplot code. This might suit things similar to Gnuplot which want to calculate each point independently. Predicate test for whether a given X,Y point or segment is on the curve can be done. This might suit line-by-line output rather than building an entire image before printing. See M4 for an example of this. A predicate works by dividing out complex number i+1 until reaching the origin, so it takes roughly a bit at a time from X and Y is thus quite efficient. Why it works is slightly subtle but the calculation is not difficult. (Check segment by applying an offset to move X,Y to an "even" position before dividing i+1. Check vertex by whether the segment either East or West is on the curve.) The number of steps in the predicate corresponds to doublings of the curve, so stopping the check at say 8 steps can limit the curve drawn to 2^8=256 points. The offsets arising in the predicate are bits of n the segment number, so can note those bits to calculate n and limit to an arbitrary desired length or sub-section. As a Lindenmayer system of expansions. The simplest is two symbols F and S both straight lines, as used by the PGF code. Axiom F, angle 90 degrees F -> F+S S -> F-S This always has F at even positions and S at odd. Eg. after 3 levels F_S_F_S_F_S_F_S. The +/- turns in between bend to the left or right the same as the "successive approximation" method above. Read more at for instance Joel Castellanos' L-system page. Variations are possible if you have only a single symbol for line draw, for example the Icon and Unicon and Xfractint code. The angles can also be broken into 45-degree parts to keep the expansion in a single direction rather than the endpoint rotating around. The string rewrites can be done recursively without building the whole string, just follow its instructions at the target level. See for example C by IFS Drawing code. The effect is the same as "recursive with parameter" above but can draw other curves defined by L-systems.
#OCaml
OCaml
(* This constant does not seem to be defined anywhere in the standard modules *) let pi = acos (-1.0);   (* ** CLASS dragon_curve_computer: ** ---------------------------- ** Computes the coordinates for the line drawing the curve. ** - initial_x initial_y: coordinates for starting point for curve ** - total_length: total length for the curve ** - total_splits: total number of splits to perform *) class dragon_curve_computer initial_x initial_y total_length total_splits = object(self) val mutable current_x = (float_of_int initial_x) (* current x coordinate in curve *) val mutable current_y = (float_of_int initial_y) (* current y coordinate in curve *) val mutable current_angle = 0.0 (* current angle *)   (* ** METHOD compute_coords: ** ---------------------- ** Actually computes the coordinates in the line for the curve ** - length: length for current iteration ** - nb_splits: number of splits to perform for current iteration ** - direction: direction for current line (-1.0 or 1.0) ** Returns: the list of coordinates for the line in this iteration *) method compute_coords length nb_splits direction = (* If all splits have been done *) if nb_splits = 0 then begin (* Draw line segment, updating current coordinates *) current_x <- current_x +. length *. cos current_angle; current_y <- current_y +. length *. sin current_angle; [(int_of_float current_x, int_of_float current_y)] end (* If there are still splits to perform *) else begin (* Compute length for next iteration *) let sub_length = length /. sqrt 2.0 in (* Turn 45 degrees to left or right depending on current direction and draw part of curve in this direction *) current_angle <- current_angle +. direction *. pi /. 4.0; let coords1 = self#compute_coords sub_length (nb_splits - 1) 1.0 in (* Turn 90 degrees in the other direction and draw part of curve in that direction *) current_angle <- current_angle -. direction *. pi /. 2.0; let coords2 = self#compute_coords sub_length (nb_splits - 1) (-1.0) in (* Turn back 45 degrees to set head in the initial direction again *) current_angle <- current_angle +. direction *. pi /. 4.0; (* Concatenate both sub-curves to get the full curve for this iteration *) coords1 @ coords2 end   (* ** METHOD get_coords: ** ------------------ ** Returns the coordinates for the curve with the parameters set in the object initializer *) method get_coords = self#compute_coords total_length total_splits 1.0 end;;     (* ** MAIN PROGRAM: ** ============= *) let () = (* Curve is displayed in a Tk canvas *) let top=Tk.openTk() in let c = Canvas.create ~width:400 ~height:400 top in Tk.pack [c]; (* Create instance computing the curve coordinates *) let dcc = new dragon_curve_computer 100 200 200.0 16 in (* Create line with these coordinates in canvas *) ignore (Canvas.create_line ~xys: dcc#get_coords c); Tk.mainLoop (); ;;
http://rosettacode.org/wiki/Display_a_linear_combination
Display a linear combination
Task Display a finite linear combination in an infinite vector basis ( e 1 , e 2 , … ) {\displaystyle (e_{1},e_{2},\ldots )} . Write a function that, when given a finite list of scalars ( α 1 , α 2 , … ) {\displaystyle (\alpha ^{1},\alpha ^{2},\ldots )} , creates a string representing the linear combination ∑ i α i e i {\displaystyle \sum _{i}\alpha ^{i}e_{i}} in an explicit format often used in mathematics, that is: α i 1 e i 1 ± | α i 2 | e i 2 ± | α i 3 | e i 3 ± … {\displaystyle \alpha ^{i_{1}}e_{i_{1}}\pm |\alpha ^{i_{2}}|e_{i_{2}}\pm |\alpha ^{i_{3}}|e_{i_{3}}\pm \ldots } where α i k ≠ 0 {\displaystyle \alpha ^{i_{k}}\neq 0} The output must comply to the following rules:   don't show null terms, unless the whole combination is null. e(1)     is fine,     e(1) + 0*e(3)     or     e(1) + 0     is wrong.   don't show scalars when they are equal to one or minus one. e(3)     is fine,     1*e(3)     is wrong.   don't prefix by a minus sign if it follows a preceding term.   Instead you use subtraction. e(4) - e(5)     is fine,     e(4) + -e(5)     is wrong. Show here output for the following lists of scalars: 1) 1, 2, 3 2) 0, 1, 2, 3 3) 1, 0, 3, 4 4) 1, 2, 0 5) 0, 0, 0 6) 0 7) 1, 1, 1 8) -1, -1, -1 9) -1, -2, 0, -3 10) -1
#EchoLisp
EchoLisp
  ;; build an html string from list of coeffs   (define (linear->html coeffs) (define plus #f) (or* (for/fold (html "") ((a coeffs) (i (in-naturals 1))) (unless (zero? a) (set! plus (if plus "+" ""))) (string-append html (cond ((= a 1) (format "%a e<sub>%d</sub> " plus i)) ((= a -1) (format "- e<sub>%d</sub> " i)) ((> a 0) (format "%a %d*e<sub>%d</sub> " plus a i)) ((< a 0) (format "- %d*e<sub>%d</sub> " (abs a) i)) (else "")))) "0"))   (define linears '((1 2 3) (0 1 2 3) (1 0 3 4) (1 2 0) (0 0 0) (0) (1 1 1) (-1 -1 -1) (-1 -2 0 -3) (-1)))   (define (task linears) (html-print ;; send string to stdout (for/string ((linear linears)) (format "%a -> <span style='color:blue'>%a</span> <br>" linear (linear->html linear)))))  
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Elixir
Elixir
  def project do [app: :repo version: "0.1.0-dev", name: "REPO", source_url: "https://github.com/USER/REPO", homepage_url: "http://YOUR_PROJECT_HOMEPAGE" deps: deps] end  
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Emacs_Lisp
Emacs Lisp
(defun hello (n) "Say hello to the user." (message "hello %d" n))
http://rosettacode.org/wiki/Documentation
Documentation
See also Related task: Comments Related task: Here_document
#Erlang
Erlang
def class Foo { """ This is a docstring. Every object in Fancy can have it's own docstring. Either defined in the source code, like this one, or by using the Object#docstring: method """ def a_method { """ Same for methods. They can have docstrings, too. """ } } Foo docstring println # prints docstring Foo class Foo instance_method: 'a_method . docstring println # prints method's docstring
http://rosettacode.org/wiki/Diversity_prediction_theorem
Diversity prediction theorem
The   wisdom of the crowd   is the collective opinion of a group of individuals rather than that of a single expert. Wisdom-of-the-crowds research routinely attributes the superiority of crowd averages over individual judgments to the elimination of individual noise,   an explanation that assumes independence of the individual judgments from each other. Thus the crowd tends to make its best decisions if it is made up of diverse opinions and ideologies. Scott E. Page introduced the diversity prediction theorem: The squared error of the collective prediction equals the average squared error minus the predictive diversity. Therefore,   when the diversity in a group is large,   the error of the crowd is small. Definitions   Average Individual Error:   Average of the individual squared errors   Collective Error:   Squared error of the collective prediction   Prediction Diversity:   Average squared distance from the individual predictions to the collective prediction   Diversity Prediction Theorem:   Given a crowd of predictive models,     then   Collective Error   =   Average Individual Error   ─   Prediction Diversity Task For a given   true   value and a number of number of estimates (from a crowd),   show   (here on this page):   the true value   and   the crowd estimates   the average error   the crowd error   the prediction diversity Use   (at least)   these two examples:   a true value of   49   with crowd estimates of:   48   47   51   a true value of   49   with crowd estimates of:   48   47   51   42 Also see   Wikipedia entry:   Wisdom of the crowd   University of Michigan: PDF paper         (exists on a web archive,   the Wayback Machine).
#F.C5.8Drmul.C3.A6
Fōrmulæ
package main   import "fmt"   func averageSquareDiff(f float64, preds []float64) (av float64) { for _, pred := range preds { av += (pred - f) * (pred - f) } av /= float64(len(preds)) return }   func diversityTheorem(truth float64, preds []float64) (float64, float64, float64) { av := 0.0 for _, pred := range preds { av += pred } av /= float64(len(preds)) avErr := averageSquareDiff(truth, preds) crowdErr := (truth - av) * (truth - av) div := averageSquareDiff(av, preds) return avErr, crowdErr, div }   func main() { predsArray := [2][]float64{{48, 47, 51}, {48, 47, 51, 42}} truth := 49.0 for _, preds := range predsArray { avErr, crowdErr, div := diversityTheorem(truth, preds) fmt.Printf("Average-error : %6.3f\n", avErr) fmt.Printf("Crowd-error  : %6.3f\n", crowdErr) fmt.Printf("Diversity  : %6.3f\n\n", div) } }
http://rosettacode.org/wiki/Draw_a_sphere
Draw a sphere
Task Draw a sphere. The sphere can be represented graphically, or in ASCII art, depending on the language capabilities. Either static or rotational projection is acceptable for this task. Related tasks draw a cuboid draw a rotating cube write language name in 3D ASCII draw a Deathstar
#Scala
Scala
object Sphere extends App { private val (shades, light) = (Seq('.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'), Array(30d, 30d, -50d))   private def drawSphere(r: Double, k: Double, ambient: Double): Unit = { def dot(x: Array[Double], y: Array[Double]) = { val d = x.head * y.head + x(1) * y(1) + x.last * y.last if (d < 0) -d else 0D }   for (i <- math.floor(-r).toInt to math.ceil(r).toInt; x = i + .5) println( (for (j <- math.floor(-2 * r).toInt to math.ceil(2 * r).toInt; y = j / 2.0 + .5) yield if (x * x + y * y <= r * r) {   def intensity(vec: Array[Double]) = { val b = math.pow(dot(light, vec), k) + ambient if (b <= 0) shades.length - 2 else math.max((1 - b) * (shades.length - 1), 0).toInt }   shades(intensity(normalize(Array(x, y, scala.math.sqrt(r * r - x * x - y * y))))) } else ' ').mkString) }   private def normalize(v: Array[Double]): Array[Double] = { val len = math.sqrt(v.head * v.head + v(1) * v(1) + v.last * v.last) v.map(_ / len) }   normalize(light).copyToArray(light) drawSphere(20, 4, .1) drawSphere(10, 2, .4)   }
http://rosettacode.org/wiki/Display_an_outline_as_a_nested_table
Display an outline as a nested table
Display an outline as a nested table. Parse the outline to a tree, count the leaves descending from each node, and write out a table with 'colspan' values measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. defining the width of a leaf as 1, and the width of a parent node as a sum. either as a wiki table, or as HTML. (The sum of the widths of its children) The graphic representation of outlines is a staple of mind-mapping and the planning of papers, reports, and speeches. Task Given a outline with at least 3 levels of indentation, for example: Display an outline as a nested table. Parse the outline to a tree, measuring the indent of each line, translating the indentation to a nested structure, and padding the tree to even depth. count the leaves descending from each node, defining the width of a leaf as 1, and the width of a parent node as a sum. (The sum of the widths of its children) and write out a table with 'colspan' values either as a wiki table, or as HTML. write a program in your language which translates your outline into a nested table, with WikiTable or HTML colspan values attached (where needed) to parent nodes in the nested table. The WikiTable at the top of this page was generated from the indented outline shown above, producing the following markup string: {| class="wikitable" style="text-align: center;" |- | style="background: #ffffe6; " colspan=7 | Display an outline as a nested table. |- | style="background: #ffebd2; " colspan=3 | Parse the outline to a tree, | style="background: #f0fff0; " colspan=2 | count the leaves descending from each node, | style="background: #e6ffff; " colspan=2 | and write out a table with 'colspan' values |- | style="background: #ffebd2; " | measuring the indent of each line, | style="background: #ffebd2; " | translating the indentation to a nested structure, | style="background: #ffebd2; " | and padding the tree to even depth. | style="background: #f0fff0; " | defining the width of a leaf as 1, | style="background: #f0fff0; " | and the width of a parent node as a sum. | style="background: #e6ffff; " | either as a wiki table, | style="background: #e6ffff; " | or as HTML. |- | | | | | | | | | style="background: #f0fff0; " | (The sum of the widths of its children) | | | | |} Extra credit Use background color to distinguish the main stages of your outline, so that the subtree of each node at level two is consistently colored, and the edges between adjacent subtrees are immediately revealed. Output Display your nested table on this page.
#Haskell
Haskell
{-# LANGUAGE TupleSections #-}   module OutlineTree where   import Data.Bifunctor (first) import Data.Bool (bool) import Data.Char (isSpace) import Data.List (find, intercalate) import Data.Tree (Tree (..), foldTree, levels)   ---------------- NESTED TABLES FROM OUTLINE --------------   wikiTablesFromOutline :: [String] -> String -> String wikiTablesFromOutline colorSwatch outline = intercalate "\n\n" $ wikiTableFromTree colorSwatch <$> ( forestFromLineIndents . indentLevelsFromLines . lines ) outline   wikiTableFromTree :: [String] -> Tree String -> String wikiTableFromTree colorSwatch = wikiTableFromRows . levels . paintedTree colorSwatch . widthLabelledTree . (paddedTree "" <*> treeDepth)   --------------------------- TEST ------------------------- main :: IO () main = ( putStrLn . wikiTablesFromOutline [ "#ffffe6", "#ffebd2", "#f0fff0", "#e6ffff", "#ffeeff" ] ) "Display an outline as a nested table.\n\ \ Parse the outline to a tree,\n\ \ measuring the indent of each line,\n\ \ translating the indentation to a nested structure,\n\ \ and padding the tree to even depth.\n\ \ count the leaves descending from each node,\n\ \ defining the width of a leaf as 1,\n\ \ and the width of a parent node as a sum.\n\ \ (The sum of the widths of its children)\n\ \ and write out a table with 'colspan' values\n\ \ either as a wiki table,\n\ \ or as HTML."   ------------- TREE STRUCTURE FROM NESTED TEXT ------------   forestFromLineIndents :: [(Int, String)] -> [Tree String] forestFromLineIndents = go where go [] = [] go ((n, s) : xs) = let (subOutline, rest) = span ((n <) . fst) xs in Node s (go subOutline) : go rest   indentLevelsFromLines :: [String] -> [(Int, String)] indentLevelsFromLines xs = let pairs = first length . span isSpace <$> xs indentUnit = maybe 1 fst (find ((0 <) . fst) pairs) in first (`div` indentUnit) <$> pairs   ---------------- TREE PADDED TO EVEN DEPTH ---------------   paddedTree :: a -> Tree a -> Int -> Tree a paddedTree padValue = go where go tree n | 1 >= n = tree | otherwise = Node (rootLabel tree) ( (`go` pred n) <$> bool nest [Node padValue []] (null nest) ) where nest = subForest tree   treeDepth :: Tree a -> Int treeDepth = foldTree go where go _ [] = 1 go _ xs = (succ . maximum) xs   ----------------- SUBTREE WIDTHS MEASURED ----------------   widthLabelledTree :: Tree a -> Tree (a, Int) widthLabelledTree = foldTree go where go x [] = Node (x, 1) [] go x xs = Node (x, foldr ((+) . snd . rootLabel) 0 xs) xs   ------------------- COLOR SWATCH APPLIED -----------------   paintedTree :: [String] -> Tree a -> Tree (String, a) paintedTree [] tree = fmap ("",) tree paintedTree (color : colors) tree = Node (color, rootLabel tree) ( zipWith (fmap . (,)) (cycle colors) (subForest tree) )   -------------------- WIKITABLE RENDERED ------------------   wikiTableFromRows :: [[(String, (String, Int))]] -> String wikiTableFromRows rows = let wikiRow = unlines . fmap cellText cellText (color, (txt, width)) | null txt = "| |" | otherwise = "| " <> cw color width <> "| " <> txt cw color width = let go w | 1 < w = " colspan=" <> show w | otherwise = "" in "style=\"background:" <> color <> "; \"" <> go width <> " " in "{| class=\"wikitable\" " <> "style=\"text-align: center;\"\n|-\n" <> intercalate "|-\n" (wikiRow <$> rows) <> "|}"